This is a work in progress, and things will continue to be fixed, balanced, adjusted, etc, as time goes on. In the mean time, thanks to everyone who has helped in the past, those that will help in the future, and I hope you enjoy playing Total Annihilation: Twilight as much as I have enjoyed working on it! -Twilight ***NOTE***: Previous values before changes are in ()'s. For example, "Arm Peewee armor increased to 500 (340)." would mean that the Arm Peewee's armor has been increased to 500, and it was previously 340. ***Total Annihilation: Twilight v1.9*** March 12st, 2011 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.9" instead of "Total Annihilation: Twilight v1.8". Changed the version number in the upper left of the Battle Room so that it displays "TA:T v1.9" instead of "TA:T v1.8". Core Dragon's Eye merged with Arm Dragon's Eye to free up a unit slot. Arm Mine5 removed (It wasn't used or buildable by anything) to free up a unit slot. Core Mine5 removed (It wasn't used or buildable by anything) to free up a unit slot. ***NEW UNIT*** Arm Moho Twilight added to Arm Advanced Construction KBot, Vehicle, and Aircraft build menus. NOTE: The Moho Twilight extracts metal at the same rate that a regular Moho Mine does. However, it can also cloak and jams radar as far its line of sight. This enables blank areas in the enemy's radar coverage, possibly without their even knowing it. It blows up like an EMP mine. ***NEW UNIT*** Arm Thunderstorm added to Arm Advanced Construction KBot, Vehicle, and Aircraft build menus. NOTE: Arm Commanders who have long been envious of the Core Firestorm now have a solution: The Arm Thunderstorm! Boasting three long range lightning weapons, the Thunderstorm is sure to prove a shocking experience when first encountered by Core units. ***NEW UNIT*** Arm Antarion added to Arm Experimental Gantry build menu. NOTE: The Antarion is a Gantry level support vehicle, featuring two long range energy weapons and a heavy missile weapon, filling roughly the equivalent role of the Core Gargoyle. ***NEW UNIT*** Arm Mark XVII Bolo added to Arm Experimental Gantry build menu. NOTE: The Mark XVII Bolo is a Gantry level super-heavy tank nicknamed the CSU ("Continental Siege Unit") with good reason. ***NEW UNIT*** Core Class A Heavy Yavac added to Core Experimental Gantry build menu. NOTE: The Class A Heavy Yavac is a Gantry level super-heavy assault tank. Special damages for the new units: Arm Moho Twilight Arm Thunderstorm Arm Antarion Arm Bolo Core Yavac were added to the following weapons: [DECOY_COMMANDER_BLAST] [COMMANDER_BLAST] [ANTIMINE_ROCKET] NOTE: All buildtimes have been doubled. Worker times have not been changed. This has the effect of all units and buildings taking twice as long to build as before, and the energy/metal drain while building them to be halved. So a Flash tank will take twice as long to build, but only drain resources at 50% of the previous rate. The metal and energy costs of units (Except where noted in other changes in this changelog, of course) are still the same. If you have a Construction KBot assist the factory, the unit will build twice as quickly, meaning it will now build as fast as it used to before, and drain 7 M/Sec and 66 E/Sec as before. In other words, you can still build things quickly, but you'll need to have more construction assistance to do so than previously. This will also make it easier for multiple construction units and factories to work at the same time without stalling so much, even on the smaller amount of resources available earlier in the game. Before, it was difficult to have more than two or three construction units and/or factories working at the same time early in the game without stalling, forcing the player to focus on building things one at a time, in a more linear fashion, until more resources were available. Now multiple things can be set to construct without tanking your economy, and if you want to focus on something in particular, you can still do so by adding more construction units to it. This also makes it easier for the "long-term investment" approach to projects, like setting a single construction unit to work on an advanced factory or Big Bertha, draining a small but steady amount in the background over a longer time, instead of having to drop most other things to support a heavier drain. The doubling of buildtimes was done after all other buildtime changes mentioned in the rest of this changelog. NOTE: The following changes allow Anti-Air weapons to hit ground targets, but they will only do 1/3 normal damage. This is somewhat experimental, due to the tendancy of anti-air units that can hit ground to dominate in OTA and other mods. The damage can be changed, or the ability to hit ground removed entirely, depending on how well or not these changes work in actual games, and I encourage you to please try them out and give feedback. Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] toairweapon set to 0 (1) and special damage to non-air units set to 20 (0). Arm Pelican weapon [ARMAMPH_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 37 (0). Arm Chainsaw and Core Eradicator weapon [ARM_CIR] toairweapon set to 0 (1) and special damage to non-air units set to 170 (0). Arm Panther weapon [PANTHER_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 13 (0). Arm Hermes weapon [HERMES] toairweapon set to 0 (1) and special damage to non-air units set to 25 (0). Arm Jethro and Core Crasher and Exploiter weapon [ARMKBOT_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 10 (0). Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 50 (0). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 14 (0). Arm Commander, Decoy Commander, Sentry, and Defender and Core Commander, Decoy Commander, Stinger, and Pulverizer weapon [ARMRL_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 20 (0). Arm Skeeter and Core Searcher weapon [PT_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 15 (0). Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] toairweapon set to 0 (1) and special damage to non-air units set to 33 (0). Arm Atlantis and PACKO and Core SAM weapon [GA2] toairweapon set to 0 (1) and special damage to non-air units set to 50 (0). Arm Pompom and Core Aries weapon [ARMFLAKLASER] toairweapon set to 0 (1), beamweapon set to 0 (1), special damage to non-air units set to 37 (0), and Cruisealt=5000; removed. The following weapons were adjusted to do normal damage to aircraft only and special damage to anything else (Thus ensuring they only do reduced damage to non-air units): Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] Arm Pelican weapon [ARMAMPH_MISSILE] Arm Panther weapon [PANTHER_MISSILE] Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] Arm Skeeter and Core Searcher weapon [PT_MISSILE] Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] Arm Atlantis and PACKO and Core SAM weapon [GA2] Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] NOTE: With most anti-air weapons now being able to hit ground targets (Although for only 1/3 the normal damage), the following badtargetCategory changes were made to ensure that anti-air weapons only target ground targets when no air targets are in range. In other words, anti-air weapons *should* always prefer air targets over ground targets, even if the ground targets are closer. The following units had wpri_badTargetCategory set to NOTAIR (ALL): Arm Hermes Arm PACKO Core SAM Arm Swatter Core Slinger Arm Chainsaw Core Eradicator Arm Jethro Core Crasher Arm Sentry Arm Defender Core Stinger Core Pulverizer Arm Samson Core Slasher The following units had wsec_badTargetCategory set to NOTAIR (ALL): Arm Archer Core Shredder Arm Phoenix Core Hurricane The following units had wsec_badTargetCategory set to NOTAIR (NOWEAPON): Arm Freedom Fighter Core Avenger The following units had wspe_badTargetCategory set to NOTAIR (ALL): Arm Pelican Arm Panther Arm Ranger Core Messenger Arm Skeeter Core Searcher The following units had wspe_badTargetCategory=NOTAIR; added: Arm Atlantis Arm Anaconda movement class changed to TANKHOVER3 (TANKHOVER2). Core Snapper movement class changed to TANKHOVER3 (TANKHOVER2). Arm Construction Hovercraft movement class changed to TANKHOVER2 (TANKHOVER3). Core Construction Hovercraft movement class changed to TANKHOVER2 (TANKHOVER3). NOTE: These changes mean the hover tanks will take up as much space as their model suggests, and that the construction hovercraft will fit in smaller areas, as their model suggests. Arm Annihilator line of sight increased to 1000 (750). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] weapon velocity increased to 1500 (1000). Core Doomsday Machine metal cost increased to 4067 (3835), energy cost increased to 89474 (84370), buildtime increased to 62569 (59000), line of sight increased to 910 (700) and radar range increased to 1300 (1200). Core Gargoyle metal cost increased to 8039 (5566), energy cost increased to 153813 (106496), buildtime increased 115761 (80150), armor reduced to 15340 (15341), line of sight increased to 910 (700), radar range set to 1300 (0), and speed increased to 2.029 (0.65), brake rate reduced to 0.016 (0.04), acceleration reduced to 0.008 (0.012), and turn rate reduced to 153 (200). Core Doomsday Machine and Gargoyle weapon [CORFHLT_LASER] replaced with weapon [CORE_DOOMSDAY_TERTIARY]. Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] range increased to 1300 (1000), reload reduced to 2.582 (5.2), damage reduced to 2000 (4000), energy per shot reduced to 1912 (2941), and weapon velocity increased to 1500 (1000). Special damages adjusted accordingly. Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY_SECONDARY] reload reduced to 1.0 (1.4), damage reduced to 717 (1003), energy per shot reduced to 501 (701), and weapon velocity increased to 1250 (1000). Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY_TERTIARY] reload reduced to 0.5 (1), damage reduced to 268 (535), energy per shot reduced to 148 (234), weapon velocity increased to 1250 (1000), color changed to 254 (96), and color2 changed to 252 (98). Arm Mumbo weapon [TAWF003_weapon] range increased to 313 (240), damage reduced to 69 (90), and tolerance increased to 4500 (2000). Arm Mumbo line of sight increased to 352 (310). Arm Mumbo model and wreck reduced in size to 90%. Arm Bulldog turret turn rate increased to 90 (75) and removed hit by weapon and rock unit functions. NOTE: Removing the hit by weapon and rock unit functions seems to prevent the problem where the Bulldog would "freeze up" and not target enemies anymore until you issued a "stop" command. Arm Bulldog weapon [ARM_BULL] weapon velocity increased to 550 (280), ballistic=1 replaced with LineOfSight=1, range increased to 457 (343), reload reduced to 1.0 (3.0), damage reduced to 381 (1521), and burnblow=1; added. Core Goliath turret turn rate increased to 90 (75) and removed hit by weapon and rock unit functions. NOTE: Removing the hit by weapon and rock unit functions seems to prevent the problem where the Goliath would "freeze up" and not target enemies anymore until you issued a "stop" command. Core Goliath weapon [COR_GOL] weapon velocity increased to 550 (260), ballistic=1 replaced with LineOfSight=1, range increased to 425 (317), reload reduced to 2.2 (3.294), damage reduced to 928 (1865), and burnblow=1; added. Core Reaper weapon [CORE_REAP] range increased to 315 (240), weapon timer increased to 1.0 (0.675), damage reduced to 16 (21), and tolerance increased to 4500 (2000). Core Reaper line of sight increased to 330 (290). Arm Fido weapon [BFIDO] area of effect increased to 80 (32). Arm Shark's Teeth height decreased to 85 (100) and waterline increased to 6 (1). NOTE: This should still block most line of sight weapons, while being low enough to allow the floating HLTs to fire over them. Arm Stumpy and Core Raider weapon [ARM_LIGHTCANNON] changed to line of sight (ballistic), weapon velocity increased to 400 (260), and burnblow=1; added. Core Leveler armor reduced to 1310 (2014). Core Leveler weapon [CORLEVLR_WEAPON] range increased to 450 (360). Arm Bear, Core Turtle, and Core Shodan weapon [CORFAST_WEAPON] replaced with weapon [SHODAN_LASER] which is identical to the old [CORFAST_WEAPON]. Arm Avatar turret turn rate increased to 10 (6). Core Mauler turret turn rate increased to 10 (6). NOTE: For reference, the Arm Big Bertha and Core Intimidator have a turret turn rate of 5. Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] shakemagnitude reduced to 20 (40). Arm Big Bertha weapon [ARM_BERTHACANNON] shakemagnitude reduced to 20 (40). Core Intimidator weapon [CORE_INTIMIDATOR] shakemagnitude reduced to 20 (40). Arm AI Retaliator and Core AI Silencer weapon have had ActivateWhenBuilt=1; and istargetingupgrade=1; added. NOTE: This may help them to target better with nuclear missiles, and everything else, for that matter. Arm Retaliator weapon [NUCLEAR_MISSILE] area of effect increased to 1600 (1280). Core Silencer weapon [CRBLMSSL] area of effect increased to 1600 (1280). Arm and Core AI Nuclear Silos weapon [AINUKE] area of effect increased to 1600 (1280). Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] weapon velocity reduced to 750 (900) and damage increased to 23000 (15000). Special damages increased accordingly. Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] weapon velocity reduced to 750 (1200) and damage increased to 23000 (15000). Special damages increased accordingly. Arm Requiter energy cost increased to 115089 (39888), buildtime increased to 42220 (19510), speed increased to 2.03 (0.7), acceleration reduced to 0.012 (0.02), brake rate increased to 0.09 (0.006), and movementclass changed to AMECH (BIGASS). Core Precluder energy cost increased to 117988 (40926), buildtime increased to 44400 (20534), speed increased to 1.85 (0.65), turn rate decreased to 136 (150), acceleration increased to 0.011 (0.01), brake rate increased to 0.082 (0.008), and movementclass changed to AMECH (BIGASS). NOTE: This brings the Requiter and Precluder energy to metal cost ratio in line with the other Strategic/Tactical/Anti nuke silos. The movementclass changes reduces their footprint from 5x5 to 4x4, bringing them into line with the Avatar and Mauler, which are already 4x4, while retaining their amphibious nature. Arm Avatar speed increased to 2.03 (0.52), acceleration reduced to 0.012 (0.03), and brake rate increased to 0.09 (0.04). Core Mauler speed increased to 1.85 (0.5), turn rate increased to 145 (120), acceleration reduced to 0.011 (0.03), and brake rate increased to 0.082 (0.04). Arm and Core Light, Heavy, and EMP Naval Mine firestandorders set to 1 (0). NOTE: This allows naval mines to be set to hold fire just like regular mines can. Arm Shellshocker weapon [TAWF113_weapon] range increased to 700 (600) and damage reduced to 170 (198). Core Wolverine weapon [CORWOLV_GUN] range increased to 700 (600) and damage reduced to 193 (225). Arm Hammer and Core Thud weapon [ARM_HAM] range increased to 700 (600) and damage reduced to 93 (108). NOTE: This allows level 1 artillery to outrange Radicals and Blockers and should help level 1 artillery see more use, even later into the game when advanced tech begins to make an appearance. Arm Banshee energymake increased to 0.8 (0). Core Venom energyuse increased to 0.8 (0) and energymake increased to 0.8 (0). NOTE:(Thanks Nuggenman!) Arm Podger and Valiant and Core Spoiler, Scorpion, and Limiter ImmuneToParalyzer=1; added. NOTE: This makes all of the minelaying units immune to paralysis. Core Scorpion description changed to "Minelayer Kbot" ("Mine Layer Kbot"). Arm Jeffy brakerate increased to 0.030 (0.025), acceleration increased to 0.030 (0.025), and turret turn rate increased to 200 (150). Core Weasel brakerate increased to 0.0275 (0.0225), acceleration increased to 0.0275 (0.0225), and turret turn rate increased to 200 (150). Core Garpike category changed to CORE (ARM). NOTE: The Garpike has always been a Core unit, but this change makes sure that the unit is categorized as such. Arm Targeting Facility metal cost reduced to 5043 (7565), energy cost reduced to 110953 (166430), and buildtime reduced to 75650 (113475). Arm Floating Targeting Facility metal cost reduced to 5043 (7565), energy cost reduced to 110953 (166430), and buildtime reduced to 75650 (113475). Core Targeting Facility metal cost reduced to 4994 (7491), energy cost reduced to 109868 (164802), and buildtime reduced to 76831 (115246). Core Floating Targeting Facility metal cost reduced to 4994 (7491), energy cost reduced to 109868 (164802), and buildtime reduced to 76831 (115246). Arm Liche weapon [Arm_pidr] Targetable set to 0 (1), TwoPhase set to 0 (1), Cruise set to 0 (1), and TurnRate set to 1500 (32768). NOTE: This will prevent anti-nuke silos from trying to shoot down Liche rocket attacks. It also means the Liche Rocket can track, although not very well. Arm Sharpshooter armor reduced to 598 (1208) and description changed to "Amphibious Tachyon Sniper Kbot" ("Sniper Kbot"). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] reload reduced to 13 (26.252). NOTE: The Sharpshooter was already amphibious. The description change is just to make sure it is obvious to players. The reduction in reload time allows the Sharpshooter to be used more often, but it now has less armor. Arm Invader and Core Roach description changed to "Amphibious Crawling Bomb" ("Crawling Bomb"). NOTE: They were already amphibious. The description change is just to make sure it is obvious to players. Arm Gremlin armor increased to 1348 (1000), turnrate reduced to 320 (383), and decloaking radius reduced to 25 (65). Arm Gremlin weapon [ARMST_GAUSS] range reduced to 240 (250) and damage increased to 208 (93). NOTE: This should make Gremlins much more resistant to being uncloaked by all but very close enemy units. Arm Panther weapon [PANTHER_MISSILE] reload reduced to 1.0 (2.2) and damage reduced to 40 (88). Arm Vulcan weapon [ARMVULC_WEAPON] (in)accuracy reduced to 2100 (2800). Core Buzzsaw weapon [CORBUZZ_WEAPON] (in)accuracy reduced to 2310 (3080). Arm PACKO and Core SAM weapon [GA2] model changed to temrocket (Sabot). Core Intruder weapon [ADV_DECKLASER] replaced with [CORFAST_WEAPON]. Arm Phoenix turnrate increased to 250 (175). Arm Tsunami turnrate increased to 280 (195). Core Hurricane turnrate increased to 230 (160). Core Maelstrom turnrate increased to 260 (180). Arm Ambusher wreckage and first heap set to 4x4 footprints (3x3). Core Toaster wreckage and first heap set to 4x4 footprints (3x3). Arm Mercury and Core Screamer weapon [ADVSAM] reload reduced to 3.7485 (5.355), range reduced to 1750 (2500), area of effect reduced to 128 (240), and edge effectiveness reduced to 0 (0.3). Arm Mercury radardistance reduced to 1750 (2500). Core Screamer radardistance reduced to 1750 (2500). NOTE: The above Mercury and Screamer changes just reduce the circle showing their weapon range on the minimap, not actual radar coverage. Arm Vanguard weapon [SHOCKER] range increased to 900 (630) and damage reduced to 2100 (3000). Core Firestorm weapon [FIRESTORM_WPN] reload increased to 0.72 (0.45) and damage increased to 8 (6). Special damages decreased accordingly. Arm Flash weapon [EMG] rendertype changed to 4 (1), model=EMG; removed, and color=1 added. Arm Peewee weapon [PEEWEE_EMG] rendertype changed to 4 (1), model=EMG; removed, and color=1 added. Arm Brawler weapon [VTOL_EMG] rendertype changed to 4 (1), model=EMG; removed, and color=1 added. Arm Banshee weapon [MED_EMG] rendertype changed to 4 (1), model=EMG; removed, and color=1 added. Arm Zipper weapon [ARM_FAST] rendertype changed to 4 (1), model=EMG; removed, and color=1 added. NOTE: The following changes give plasma weapons with larger or smaller damage values larger or smaller plasma shell graphics. The most noticeable difference is with the powerful weapons such as the Arm Ambusher and Core Toaster, which will stand out compared to smaller damage weapons around them, instead of all looking the same. weapon [RFLB] added color=2;. weapon [Abel] added color=2;. weapon [Caine] added color=2;. weapon [ARMAMB_GUN] added color=3;. weapon [ARM_FATBOY_NOTALASER] added color=3;. weapon [ARMFLAK_GUN] added color=0;. weapon [ARMMAV_WEAPON] added color=2;. weapon [MEDIUMFIXED_GUN] added color=2;. weapon [MINE_LIGHT] added color=2;. weapon [MINE_MEDIUM] added color=3;. weapon [MINE_HEAVY] added color=3;. weapon [MINE_SABOTAGE] added color=0;. weapon [MINE_NUKE] added color=3;. weapon [ARMPB_WEAPON] added color=2;. weapon [ARM_PINCER_GAUSS] added color=1;. weapon [ARMST_GAUSS] added color=0;. weapon [ARMWAR_GAUSS]added color=1;. weapon [ARMYORK_GUN]added color=0;. weapon [ARM_LIGHTCANNON] added color=0;. weapon [ARM_MEDIUMCANNON] added color=2;. weapon [CORE_MEDIUMCANNON] added color=0;. weapon [ARM_HAM] added color=1;. weapon [ARM_ARTILLERY] added color=2;. weapon [CORE_ARTILLERY] added color=2;. weapon [GAUSS] added color=2;. weapon [BFIDO] added color=2;. weapon [ARM_BULL] added color=0;. weapon [COR_GOL] added color=2;. weapon [ARM_ROY] added color=1;. weapon [CORE_ROY] added color=0;. weapon [ARM_CRUS] added color=2;. weapon [ARM_BATSAFT] added color=2;. weapon [COR_BATS] added color=2;. weapon [ARMFIXED_GUN] added color=2;. weapon [CORFIXED_GUN] added color=2;. weapon [CORBHMTH_WEAPON] added color=2;. weapon [CORFLAK_GUN] added color=0;. weapon [CORLEVLR_WEAPON] added color=0;. weapon [cormine6] added color=3;. weapon [CORE_MORT] added color=2;. weapon [CORE_PARROW] added color=2;. weapon [HOVER_ARTILLERY] added color=0;. weapon [CORTOAST_GUN] added color=3;. weapon [CORWOLV_GUN] added color=0;. weapon [Crate_BLAST] added color=3;. weapon [DECOY_COMMANDER_BLAST] added color=1;. weapon [FMINE_LIGHT] added color=3;. weapon [FMINE_HEAVY] added color=3;. weapon [EMP_MINE] added color=1;. weapon [NEUTRON_MINE] added color=1;. weapon [COR_TAAR_RC] added color=3;. weapon [WIND_GEN] added color=1;. weapon [SHIVA_CANNON] added color=2;. weapon [RANGE_BERTHA] added color=1;. weapon [RANGE_TIMMY] added color=1;. weapon [RANGE_TACNUKE] added color=1;. weapon [RANGE_VULC] added color=1;. weapon [RANGE_BUZZ] added color=1;. weapon [RANGE_NUKE] added color=1;. weapon [VTOL_ROCKET2] added color=0;. weapon [SEADRAGPRIME] added color=3;. weapon [SEADRAGONFLAK] added color=2;. weapon [TAWF113_weapon] added color=0;. weapon [TREM1] added color=2;. weapon [TREMSHIP] added color=2;. weapon [SMALL_BUILDING] added color=0;. weapon [MEDIUM_BUILDING] added color=2;. weapon [LARGE_BUILDING] added color=3;. weapon [ESTOR_BUILDING] added color=3;. weapon [SMALL_UNIT] added color=0;. weapon [MEDIUM_UNIT] added color=0;. weapon [BIG_UNIT] added color=2;. weapon SMALL_BUILDINGEX added color=1;. weapon [MEDIUM_BUILDINGEX] added color=0;. weapon [LARGE_BUILDINGEX] added color=2;. weapon [CORPYRO_BLASTEX] added color=2;. weapon [ESTOR_BUILDINGEX] added color=2;. weapon [SMALL_UNITEX] added color=1;. weapon [MEDIUM_UNITEX] added color=0;. weapon [BIG_UNITEX] added color=0;. weapon [CORPYRO_BLAST] added color=2;. weapon [COMMANDER_BLAST] added color=3;. weapon [CRAWL_BLAST] added color=3;. weapon [CRAWL_BLASTSML] added color=3;. weapon [TINY_BUILDINGEX] added color=1;. weapon [ATOMIC_BLAST] added color=3;. weapon [ATOMIC_BLASTSML] added color=3;. weapon [SHOCKER] added color=3;. weapon [CORVETTE_GAUSS] added color=1;. weapon [NANOBOOM] added color=1;. weapon [NANOBOOM2] added color=1;. NOTE: Hovercraft have had their armor and firepower per metal ratios adjusted down 20% as a drawback to their being so flexible on land or sea. Arm Construction Hovercraft armor decreased to 1517 (1820) and workertime reduced to 180 (210). Core Construction Hovercraft armor decreased to 1773 (2128) and workertime reduced to 180 (210). Arm Skimmer armor decreased to 504 (611). Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] damage decreased to 53 (63) and energy per shot reduced to 10 (11). Core Scrubber armor decreased to 591 (716). Arm Anaconda armor decreased to 1683 (2024). Arm Anaconda and Core Snapper weapon [ARMANAC_WEAPON] damage decreased to 223 (267), area of effect increased to 80 (64), changed to line of sight (ballistic), weapon velocity increased to 400 (260), and burnblow=1; added. Core Snapper armor decreased to 1945 (2339). Arm Wombat armor decreased to 988 (1186). Arm Wombat weapon [ARMMH_WEAPON] range increased to 933 (800) and damage decreased to 957 (1339). Core Nixer armor decreased to 1128 (1354). Core Nixer weapon [CORMH_WEAPON] range increased to 933 (784) and damage decreased to 1027 (1466). Arm Swatter armor decreased to 584 (699). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] damage decreased to 59 (71). Core Slinger armor decreased to 682 (816). Arm Spotter armor decreased to 599 (719). Core Watcher armor decreased to 671 (805). Arm Concealer armor decreased to 403 (484). Core Blotter armor decreased to 478 (574). Arm Bear armor decreased to 8286 (9943). Core Turtle armor decreased to 7523 (9027). Arm Mausser armor decreased to 405 (486). Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] range increased to 933 (820) reload reduced to 5.92 (5.93), and damage decreased to 356 (487). Core Navarone armor decreased to 503 (604). Core Clasher armor decreased to 3089 (3379). Core Clasher weapon [CORE_TERMITE_LASER] replaced with Core Gimp weapon [CORAMPH_WEAPON2]. Core Clasher and Gimp weapon [CORAMPH_WEAPON2] range increased to 320 (240) and damage reduced to 465 (620). NOTE: Ship armor/metal and firepower/metal ratios have been increased by 50%. This means their armor and firepower has been increased by 50% to match the new ratios, while leaving the costs the same. This is to help naval units to be more powerful in their element, since they are restricted to water only, and previously hovercraft were often a better choice, as they were more maneuverable, could travel on land or water, and also had slightly better armor and firepower ratios. Now ships will be a very efficient choice in their area (water), but as before this is offset by their restriction to *only* being in the water. Hovercraft will give less armor and firepower than the more specialized naval units, but will be more maneuverable and flexible in where they can be used. People using ships will have a much easier time winning against hovercrafts for control of the water, but will be at a strong disadvantage compared to them where land is concerned, barring coastal areas in range of naval weapons. Arm Construction Ship armor increased to 1658 (1105). Arm Skeeter armor increased to 612 (408). Arm Skeeter and Core Searcher weapon [ARMPT_LASER] damage increased to 59 (39). Arm Skeeter and Core Searcher weapon [PT_MISSILE] damage increased to 44 (29). Arm Decade armor increased to 2618 (1748). Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] reload reduced to 0.65 (1.805) and damage decreased to 94 (173). Arm Crusader armor increased to 6026 (4017). Arm Crusader weapon [ARM_ROY] changed to line of sight (ballistic), weapon velocity increased to 550 (300), reload reduced to 1.61 (5.0), damage reduced to 296 (612), burnblow=1; added, explosiongaf set to fx (fireball), and explosionart set to explode3 (fireball). NOTE: This change (And the similar change to the Core Enforcer weapon) helps Destroyers to be much more effective at fighting other skirmish units as compared to the heavily armored yet awkward artillery cannon they had before. Also note that the range is unchanged, so that this increased effectiveness at fighting other units does not overly impact their ability to destroy naval defenses at a distance. While no longer being ballistic means the Destroyer cannon fire will now get blocked by Shark's Teeth, the blast area is big enough to still damage Floating HLTs behind Shark's Teeth, although not as quickly as it would without Shark's Teeth. Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] special damages to all submersible units (Sub and amphibious units) increased to 683 (455) (Non-submersible units take half damage). Arm Crusader and Core Enforcer weapon [CORFAST_WEAPON] damage increased to 180 (120) and energy per shot increased to 60 (40). Arm Lurker armor increased to 1214 (809). Arm Lurker and Core Snake weapon [ARM_TORPEDO] damage increased to 962 (641). Special damages adjusted accordingly. Arm Hulk armor increased to 9084 (6056). Arm Valiant armor increased to 986 (657). Core Construction Ship armor increased to 1859 (1239). Core Searcher armor increased to 713 (475). Core Supporter armor increased to 3068 (2058). Core Enforcer armor increased to 6771 (4514). Core Enforcer weapon [CORE_ROY] changed to line of sight (ballistic), weapon velocity increased to 550 (300), reload reduced to 1.741 (5.36), damage reduced to 336 (689), burnblow=1; added, explosiongaf set to fx (fireball), and explosionart set to explode3 (fireball). Core Snake armor increased to 1365 (910). Core Envoy armor increased to 10289 (6859). Core Limiter armor increased to 1079 (719). Arm Advanced Construction Sub armor increased to 2355 (1570). Arm Abel armor increased to 21358 (16364). Arm Abel weapon [Abel] damage increased to 486 (324). Arm Abel and Core Caine weapon [RFLB] damage increased to 413 (275). Arm Archer metal cost reduced to 883 (1129), energy cost reduced to 19869 (25404), buildtime reduced to 8515 (10887), and armor increased to 4523 (3015). Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] default damage increased to 657 (438). Special damages to all submersible units (Sub and amphibious units) increased to 1313 (875). Arm Archer and Core Shredder weapon [ARM_CIR] replaced with [HERMES]. Arm Millennium armor reduced to 24000, damage modifier set to 0.727 (0), and added "set ARMORED to 1;" to Arm Millennium script giving an effective armor of 33012 (21987). Arm Millennium weapon [ARM_BATSAFT] damage increased to 785 (523). Arm Atlantis metal cost reduced to 3439 (5589), energy cost reduced to 88393 (143654), buildtime reduced to 33162 (53895), and armor decreased to 9378 (11500). Arm Colossus armor increased to 22920 (15280) and description changed to "Carrier/Naval Command Center.Makes/Stores Energy/Metal.AntiNuke" ("Carrier/Naval Command Center"). Arm Conqueror metal cost increased to 1396 (1319), energy cost increased to 20941 (19786), build time increased to 13463 (12720), armor increased to 10785 (7195), and sonar range set to 500 (0). Arm Conqueror weapon [ARM_CRUS] reload reduced to 1.8 (2.622), damage increased to 824 (800), soundstart changed to QUADW1 (CANLITE4), and soundhit changed to XPLOSML4 (SabotHit). Arm Conqueror and Core Executioner weapon [ADV_DECKLASER] reload reduced to 0.4 (1.2), damage decreased to 128 (256), weapon velocity increased to 1000 (700), and energy per shot increased to 50 (99). Arm Conqueror now has the [DEPTHCHARGE] weapon. Arm Ranger armor increased to 10343 (6895). Arm Ranger weapon [ARMMSHIP_ROCKET] reload reduced to 13.1 (19.65), range increased to 1750 (1450), and damage reduced to 3035 (3663). Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] reload reduced to 1.0 (2) and damage decreased to 150 (200). Arm Death Cavalry armor increased to 1166 (777). Arm Fibber armor increased to 600 (400). Arm Escort armor increased to 1620 (1080). Arm Piranha armor increased to 2858 (1905). Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] damage decreased to 1176 (1567), reload reduced to 2.7 (5.2), start velocity increased to 180 (75), and weapon velocity increased to 180 (75). Special damages decreased accordingly. Arm Epoch damage modifier reduced to 0.208 (0.312), giving an effective armor of 115385 (76923). Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] damage reduced to 2198 (2930) and reload reduced to 1.5 (3.0). Arm Epoch weapon [SEADRAGONFLAK] damage increased to 896 (597). Arm Sea Serpent armor increased to 10898 (7265). Arm Sea Serpent weapon [TAWF009_WEAPON] damage increased to 4316 (2877), area of effect increased to 172 (84), and weapon timer increased to 7.0 (5.5). Special damages increased accordingly. Arm Viking armor increased to 2276 (1517). Arm Viking and Core Cronus weapon [TREMSHIP] reload reduced to 2.5 (5.0) and damage reduced to 547 (729), explosiongaf set to fireball (fx), explosionart set to fireball (explode2), soundstart set to cannhvy2 (TREMfire), soundhit set to xplomed4 (BLIGHThit), SoundWater set to SPLSLRG, and tolerance increased to 2000 (1000). Arm Moray and Core Lamprey weapon [ARMATL_TORPEDO] area of effect increased to 166 (112). Core Advanced Construction Sub armor increased to 2642 (1761). Core Caine armor increased to 24899 (19026). Core Caine weapon [Caine] damage increased to 611 (407). Core Shredder metal cost reduced to 912 (1167), energy cost reduced to 20520 (26258), buildtime reduced to 9020 (11542), and armor increased to 5316 (3544). Core Warlord armor reduced to 24000, damage modifier set to 0.634 (0), and added "set ARMORED to 1;" to Core Warlord script, giving an effective armor of 37855 (25224). Core Warlord weapon [COR_BATS] damage increased to 947 (631). Core Warlord weapon [CORE_BATSLASER] damage increased to 1004 (669), weapon velocity increased to 1250 (700), and energy per shot increased to 701 (467). Core Zulu metal cost reduced to 6878 (10820), energy cost reduced to 176785 (278106), buildtime reduced to 68024 (107011), and armor decreased to 20633 (24490). Core Hive armor increased to 26295 (17530) and description changed to "Carrier/Naval Command Center.Makes/Stores Energy/Metal.AntiNuke" ("Carrier/Naval Command Center"). Core Executioner metal cost increased to 1471 (1394), energy cost increased to 22065 (20910), build time increased to 14549 (13787), armor increased to 12540 (8364), and sonar range set to 500 (0). Core Executioner weapon [COR_CRUS] reload reduced to 2.0 (2.715), damage increased to 991 (897), weapon velocity increased to 1000 (700), and energy per shot increased to 583 (528). Core Executioner now has the [DEPTHCHARGE] weapon. Core Messenger armor increased to 11700 (7800). Core Messenger weapon [CORMSHIP_ROCKET] reload reduced to 14.05 (21.07), range increased to 1700 (1400), and damage reduced to 3471 (4214). Core Grim Reaper armor increased to 1328 (885). Core Nautilus armor increased to 3456 (2304). Core Phantom armor increased to 1836 (1224). Core Shark armor increased to 3248 (2165). Core Black Hydra damage modifier reduced to 0.181 (0.272), giving an effective armor of 132597 (76923). Core Black Hydra weapon [HYDRA_GUN] reload increased to 2.0 (1.886), damage increased to 3183 (2001), weapon velocity increased to 1500 (1000), energy per shot increased to 3043 (1913), explosiongaf changed to blodboom (fx), explosiongaf changed to blodboom (explode5), waterexplosiongaf changed to blodboom (fx), and waterexplosionart changed to blodboom (h2oboom1). Core Black Hydra weapon [HYDRAMISS] model changed to Sabot (missile), reload increased to 0.4 (0.2), and damage increased to 882 (294). Core Leviathan armor increased to 12471 (8314). Core Leviathan weapon [CORSSUB_WEAPON] damage increased to 4811 (3207), area of effect increased to 210 (96), and weapon timer increased to 7.0 (5.5). Special damages increased accordingly. Core Cronus armor increased to 2879 (1919). Arm Dragonfly armor increased to 5966 (2539). Arm Dragonfly weapon [ARMDFLY_PARALYZER] range increased to 820 (520). Core Seahook armor increased to 6803 (2895). Arm and Core AMAT (Advanced Multi-unit Air Transport) armor increased to 7851 (3341). Arm Hermes weapon [HERMES] model changed to missile (Sabot), weaponstartvelocity reduced to 400 (560), weaponvelocity reduced to 560 (900), reload reduced to 0.332 (0.883) and damage reduced to 75 (200). NOTE: The weapon velocity reduction actually helps missiles hit aircraft at extreme range by not "skipping" over the unit's model because it's traveling so fast. Similar changes were made to other anti-air weapons. Arm Pelican weapon [ARMAMPH_MISSILE] startvelocity reduced to 450 (650) and weaponvelocity reduced to 650 (850). Arm Chainsaw and Core Eradicator weapon [ARM_CIR] startvelocity reduced to 450 (550) and weaponvelocity reduced to 650 (800). Arm Panther weapon [PANTHER_MISSILE] startvelocity reduced to 450 (650) and weaponvelocity reduced to 650 (850). Arm Jethro and Core Crasher and Exploiter weapon [ARMKBOT_MISSILE] startvelocity reduced to 450 (650) and weaponvelocity reduced to 650 (850). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] startvelocity reduced to 450 (700) and weaponvelocity reduced to 650 (800). Arm Defender and Sentry and Core Pulverizer and Stinger weapon [ARMRL_MISSILE] startvelocity reduced to 450 (750) and weaponvelocity reduced to 650 (750). Arm Skeeter and Core Searcher weapon [PT_MISSILE] startvelocity reduced to 450 (650) and weaponvelocity reduced to 650 (850). Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] startvelocity reduced to 450 (650) and weaponvelocity reduced to 650 (850). Core Black Hydra weapon [HYDRAMISS] startvelocity reduced to 450 (650) and weaponvelocity reduced to 650 (950). Arm PACKO and Atlantis and Core SAM weapon [GA2] startvelocity reduced to 450 (820) and weaponvelocity reduced to 650 (820). Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] damage reduced to 913 (1370). NOTE: In version v1.6, this change was listed: Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] damage decreased to 913 (1350), reload decreased to 2.4 (2.6), turnrate increased to 6000 (4500), weaponvelocity increased to 180 (150), and startvelocity increased to 180 (150). However, for whatever reason, all changes were made as listed except for the damage reduction, which was left at 1370 (Presumably the pre-change 1350 was also a mis-type.). This oversight, which I only just noticed, is being corrected now. If level 1 torpedo launchers have seemed too powerful, having almost 50% more damage per shot than they were supposed to might have had something to do with it. Against lighter stuff, like level 1 submarines, it wouldn't make as much difference, since both 913 and 1370 would kill a v1.6-1.8 sub in 2 shots, either way, but against bigger ships or amphibious units, it would have made a noticeable (Well, not noticeable enough, apparently...) difference. Sound files SNIPE_SEL.wav, SNIPE_MOVE.wav, and SNIPE_STOP.wav were added. These were set as the sounds to play for the Spy KBots (The [SPY] category) in v1.5, but the actual files were never added, so no sound was played. This has been corrected. Arm Infiltrator and Core Parasite canattack set to 1 (0) and given weapon [TWILIGHT]. NOTE: This will allow Spy to paralyze units for either quick reclaiming, or to cover their escape. Arm Pelican weapon [ARMAMPH_WEAPON1] soundstart changed to LASRHVY2 (lasrfir3). Arm Crusader and Core Enforcer weapon [CORFAST_WEAPON] soundstart changed to LASRHVY2 (lasrfir3). Arm Bear and Core Shodan and Turtle weapon [SHODAN_LASER] soundstart changed to LASRHVY2 (lasrfir3). Arm Conqueror and Core Executioner weapon [ADV_DECKLASER] soundstart changed to LASRHVY2 (lasrfir3). Arm Penetrator speed increased to 2.455 (2.23). Arm Penetrator weapon [ARMMANNI_WEAPON] weapon velocity increased to 1250 (1000). Core Banisher speed increased to 2.232 (2.03), brake rate increased to 0.0182 (0.014), and turn rate increased to 168 (165). Core Banisher weapon [TAWF_BANISHER] turnrate increased to 19500 (13000). Arm Demolisher weapon [ARM_HLIGHTNING] range increased to 600 (300) and damage reduced to 449 (897). Core Termite weapon [CORE_TERMITE_LASER] range increased to 320 (240) and damage reduced to 765 (1020). Arm Triton weapon [ARM_MEDIUMCANNON] range increased to 320 (240), damage reduced to 476 (635), area of effect increased to 80 (64), changed to line of sight (ballistic), weapon velocity increased to 400 (210), and burnblow=1; added. Core Croc weapon [CORE_MEDIUMCANNON] area of effect increased to 80 (64), changed to line of sight (ballistic), weapon velocity increased to 400 (260), and burnblow=1; added. NOTE: The area of effect increase is to help allow them to still damage defenses behind Dragon's Teeth, even though they can't shoot over the DT anymore. The damage should still be substantially lower than it would be against an un-DT'd target. Core Poison Arrow weapon [CORE_PARROW] changed to line of sight (ballistic), weapon velocity increased to 400 (300), and burnblow=1; added. Core Panther weapon [Armlatnk_weapon] range increased to 320 (240) and damage reduced to 131 (174). Arm Pelican weapon [ARMAMPH_WEAPON1] range increased to 320 (240) and damage reduced to 231 (308). Arm Zeus weapon [LIGHTNING] range increased to 320 (240) and damage reduced to 906 (1208). Core Can weapon [CORE_CANLASER] range increased to 320 (240) and damage reduced to 855 (1140). Core Shiva weapon [SHIVA_CANNON] changed to line of sight (ballistic), weapon velocity increased to 400 (300), and burnblow=1; added. Core Exploiter metal cost increased to 257 (205), energy cost increased to 2117 (1689), buildtime increased to 3949 (3150), armor reduced to 213 (226) (While armored up: increased to 1275 (904)), and damage modifier reduced to 0.167 (0.25). Core Exploiter weapon [EXPLOITER_LASER] damage reduced to 71 (76). Core Exploiter weapon [ARMKBOT_MISSILE] replaced with Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A]. Core Moho Exploiter armor reduced to 1265 (2006) (While armored up: decreased to 7574 (8024)) and damage modifier reduced to 0.167 (0.25). Arm Metal Maker energyuse decreased to 150 (200). Core Metal Maker energyuse decreased to 165 (210). Arm Floating Metal Maker energyuse decreased to 135 (190). Core Floating Metal Maker energyuse decreased to 150 (200). Arm Moho Metal Maker makesmetal increased to 8 (6). Core Moho Metal Maker energyuse increased to 990 (960) and makesmetal increased to 8 (6). Arm Underwater Moho Metal Maker energyuse decreased to 910 (980) and makesmetal increased to 9 (7). Core Underwater Moho Metal Maker energyuse increased to 1000 (900) and makesmetal increased to 9 (6). Arm Metal Generator metal cost reduced to 350 (848), energy cost reduced to 6998 (16956), buildtime reduced to 9543 (23122), and metal make reduced to 1.0 (2.0). Core Metal Generator metal cost reduced to 363 (880), energy cost reduced to 7132 (17290), buildtime reduced to 9975 (24182), and metal make reduced to 1.0 (2.0). Arm Protector weapon [AMD_ROCKET] startvelocity reduced to 1000 (1200) and weaponvelocity reduced to 1000 (1200). Core Fortitude weapon [FMD_ROCKET] startvelocity reduced to 1000 (1200) and weaponvelocity reduced to 1000 (1200). Arm Colossus brakerate reduced to 0.007 (0.035), acceleration increased to 0.02 (0.003), and turnrate increased to 100 (64). Core Hive brakerate reduced to 0.007 (0.02), acceleration increased to 0.02 (0.0029), and turnrate increased to 95 (64). Core Intruder movement class changed to AMECH (TANKDH3). Arm Rocko and Core Storm weapon [KBOT_ROCKET] weapon velocity decreased to 286 (315), start velocity decreased to 215 (315). Arm Janus turret turn rate increased to 200 (92). Arm Janus weapon [JANUS_ROCKET] reload reduced to 3.8 (5.0), damage reduced to 374 (492), and start velocity decreased to 215 (350). Core Pyro weapon [FLAMETHROWER] area of effect reduced to 45 (72). Core Reaper weapon [CORE_REAP] area of effect reduced to 45 (72). NOTE: This change is to prevent the flames from damaging units through Dragon's Teeth. Core Krow weapons [KROWLASER] and [KROWLASER2] weaponvelocity increased to 1000 (700). Arm Scarab speed increased to 2.03 (1.4). Core Hedgehog speed increased to 1.85 (1.4) and movement class changed to SPID3 (TANKSH3). Arm Avatar armor reduced to 1045 (4476). Core Mauler armor reduced to 1208 (4588). Arm Thunder and Core Shadow weapon [ARMBOMB] commandfire set to 0 (1). Arm Phoenix and Tsunami and Core Huricane and Maelstrom weapon [ARMADVBOMB] commandfire set to 0 (1). Core Cauterizer weapon [INFERNOBOMB] commandfire set to 0 (1). Arm Stiletto weapon [CORGRIPN_BOMB] commandfire set to 0 (1). NOTE: This should help bombers to target enemies on their own instead of having to be manually told to do so. Core Shiva canDgun set to 1 (0). NOTE: This allows the Shiva to manually attack using only its vertical-launch rocket by pressing the DGun button. This is good for situations where you want to destroy specific targets from longer range. This mimics other units that already have this ability, such as the Arm Abel and Core Caine, the Arm Bantha and Core Gargoyle, and the Arm Orcone and Core Krogoth. Core Doomsday Machine canDgun set to 1 (0). NOTE: See the note for the Shiva. The Gargoyle could target using its tertiary weapon only, but the Doomsday could not, until now. Arm Micro and Core 0011 weapon [MINE_LIGHT] soundhit changed to EXMINE2 (xplosml1). Arm Kilo and Core 0110 weapon [MINE_MEDIUM] soundhit changed to EXMINE3 (xplomed1). Arm Mega and Core 1100 weapon [MINE_HEAVY] soundhit changed to EXMINE4 (xplolrg3). Arm Maverick weapon [ARMMAV_WEAPON] soundhit changed to XPLOSML4 (xplomed2). Arm Fido weapon [BFIDO] soundhit changed to XPLOSML1 (xplomed2). Arm Crusader weapon [ARM_ROY] soundhit changed to XPLOSML1 (xplomed2). Core Enforcer weapon [CORE_ROY] soundhit changed to XPLOSML1 (xplomed2). Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] soundhit changed to samkillx (xplomed2). Core Black Hydra weapon [HYDRAMISS] soundhit changed to samkillx (xplomed2). Arm Thunder and Core Shadow weapon [ARMBOMB] soundhit changed to XPLOSML1 (xplomed2). Core Wolverine weapon [CORWOLV_GUN] soundhit changed to xplomed1 (xplomed2). Arm Mercury and Core Screamer weapon [ADVSAM] explosiongaf set to TaarBoom (fireball) and explosionart set to TaarBoom (fireball). Arm Zeus soundcategory changed to [ZEUS] ([ARM_ADV_KBOT]). Arm and Core Juno description changed to "Wide-area Electro-Magnetic Pulse damages Radar/Jammed/Clk units" ("Electro-Magnetic Pulse weapon. Does heavy damage to units with Radar/Jamming/Cloaking equipment in a wide area"). Arm and Core Juno weapon [Juno_Pulse] damage to Arm Moho Twilight set to 2000. Arm Razorback metal cost reduced to 2000 (3626), energy cost decreased to 38234 (69318), buildtime decreased to 28052 (50859), armor reduced to 5303 (10878), and speed increased to 1.8 (1.55). Arm Razorback added weapon [MECH_RAPIDLASER] as primary weapon. Arm Razorback weapon [MECH_RAPIDLASER] range set to 608, damage set to 173, reload set to 0.26, weapon velocity set to 1000, edge effectiveness set to 1.0, and energy per shot set to 78. Arm Razorback weapon [MECH_BLAST] changed to tertiary weapon, reload increased to 5 (1.25), damage increased to 476 (260), range increased to 608 (405), area of effect reduced to 52 (80), and weapon timer increased to 1.1 (0.75). Arm Razorback walking script speed increased 50%. Arm Bantha metal cost reduced to 8000 (15063), energy cost decreased to 152935 (287958), buildtime decreased to 112208 (211273), armor increased to 21212 (20000), damage modifier set to 1.0 (0.442), decreasing the effective armor to 21212 (45249), speed increased to 1.44 (1.4), and canDgun=1; added. Arm Bantha weapon [CORE_DOOMSDAY] replaced with Arm Penetrator weapon [ARMMANNI_WEAPON]. Arm Bantha weapon [ARMBANTHA_FIRE] damage increased to 6948 (1470) and edge effectiveness reduced to 0 (0.15). Arm Vanguard metal cost reduced to 2500 (5000), energy cost decreased to 47792 (95584), buildtime decreased to 35065 (70130), and armor reduced to 6629 (11571). Arm Vanguard weapon [SHOCKER] reload reduced to 2.489 (6.0), damage decreased to 3000 (4500), range reduced to 630 (700), area of effect reduced to 172 (350), edge effectiveness reduced to 0 (0.5), and soundhit changed to dragonboom (bertha6). Arm Orcone metal cost reduced to 21221 (42442), energy cost reduced to 811359 (1622718), buildtime reduced to 297646 (595291), and damage modifier set to 0.44 (0.22), decreasing the effective armor to 63636 (127272). Arm Orcone weapon [ARMORCO_FIRE] damage increased to 1041 (555). Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage increased to 11719 (6250) and energy per shot increased to 14821 (7905). Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 9422 (5025), tracking turn rate reduced to 13000 (50000), and edge effectiveness reduced to 0.0 (0.6). Core Karganeth metal cost reduced to 2074 (3761), energy cost decreased to 39682 (71960), buildtime decreased 29865 (54158), armor reduced to 6049 (12411), speed increased to 1.636 (1.41), and canDgun=1; added. Core Karganeth added weapon [SUPER_MISSILE] as primary weapon. Core Karganeth weapon [KARG_FLAME] changed to tertiary weapon, reload increased to 0.771 (0.45) and damage increased to 8 (7). Special damages decreased accordingly. Core Karganeth walking script speed increased 100%. Core Krogtaar metal cost increased to 8296 (7652), energy cost increased to 158730 (146408), buildtime increased 119463 (110189), speed reduced to 1.273 (1.5), armor increased to 24197 (16000), damage modifier set to 1.0 (0.633), decreasing the effective armor to 24197 (25276), and speed reduced to 1.31 (1.5). Core Krogtaar weapon [COR_TAAR_RC] reload reduced to 0.75 (2.0), damage increased to 3780 (2116), area of effect reduced to 96 (220), and edge effectiveness reduced to 0 (0.7). Core Krogtaar walking animation and recoil animation fixed. NOTE: Previously there was a jerk as it ended one walking cycle and began the next, and the recoil animation only just started before being interrupted, resulting in a "twitch". Core Juggernaut armor reduced to damage modifier set to 0.385 (0.341), decreasing the effective armor to 62337 (70381), and description changed to "(barely) Mobile Very Heavy Plasma Turret" ("(barely) Mobile Heavy Turret"). Core Juggernaut weapon [JUGGER_FIRE] damage increased to 3811 (1016) and edge effectiveness reduced to 0.0 (0.5). Core Krogoth metal cost reduced to 24139 (48277), energy cost reduced to 923700 (1847400), buildtime reduced to 347595 (695189), and damage modifier set to 0.352 (0.176), decreasing the effective armor to 79545 (159090). Core Krogoth weapon [CORKROG_FIRE] damage increased to 3885 (2072) and edge effectiveness reduced to 0.0 (0.5). NOTE: The following changes increase the time these energy intensive units take to build, but thereby also lessen the energy drain when building them, making them easier to build with lower amounts of energy. Arm Lemming buildtime increased to 1508 (1130). Arm Invader buildtime increased to 4448 (3336). Core Roach buildtime increased to 4754 (3565). Core Skuttle buildtime increased to 23866 (17900). Arm Sharpshooter buildtime increased to 14048 (10535). Arm Tick buildtime increased to 10527 (7896). Core Commando buildtime increased to 13463 (10097) and minimum cloak distance increased to 80 (50). Core Commando weapon [COMMANDOLAS] reload reduced to 3 (24), energy per shot increased to 3000 (0), weaponvelocity increased to 550 (250), and changed ballistic=1; to lineofsight=1;. Arm Thunder energy cost reduced to 1771 (2656). Core Shadow energy cost reduced to 1818 (2727). Arm Phoenix energy cost reduced to 12396 (18594). Core Hurricane energy cost reduced to 13028 (19549). Arm Lancet energy cost reduced to 7567 (11351). Core Titan energy cost reduced to 7945 (11920). Arm Tsunami energy cost reduced to 11269 (16904). Core Maelstrom energy cost reduced to 11838 (17760). Arm Albatross energy cost reduced to 7439 (11158). Core Typhoon energy cost reduced to 7978 (11970). Arm Stiletto build time increased to 13211 (9908). Arm Liche weapon [Arm_pidr] damage increased to 12000 (8000). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] damage increased to 23 (17). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] damage increased to 49 (39). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] range increased to 800 (600), damage increased to 15 (12), and special damage to all aircraft reduced to 142 (189). Arm Hawk line of sight increased to 850 (638) and armor increased to 255 (254). Core Vamp line of sight increased to 800 (600) and armor decreased to 298 (299). Arm Tornado line of sight increased to 933 (700) and armor decreased to 209 (231). Core Voodoo line of sight increased to 853 (640) and armor decreased to 246 (271). Arm Lancet sonar range increased to 350 (0). Core Titan sonar range increased to 350 (0). Arm Albatross sonar range increased to 350 (0). Core Typhoon sonar range increased to 350 (0). NOTE: This will allow torpedo bombers to at least target underwater units right under their noses, even without supporting sonar. Thanks Sam! Arm Advanced Solar Collector metal cost increased to 616 (544), energy cost reduced to 4750 (5067), and build time increased to 9240 (9213). Arm Geothermal Powerplant energy cost reduced to 9975 (12568) and build time increased to 18136 (17138). Arm Prude energy cost reduced to 57000 (108858), metalmake increased to 16 (12), and description changed to "Safe Geothermal Powerplant(Produce energy or convert to metal)" ("Safe Geothermal Powerplant"). Arm Moho Geothermal Powerplant energy cost reduced to 24938 (68038) and build time decreased to 34007 (46390). Arm and Core Micro Fusion metal cost decreased to 626 (1174), energy cost decreased to 7177 (14763), build time decreased to 9911 (20386), and armor reduced to 880 (1233). Arm and Core Micro Fusion description changed to "Economical but dangerous.1/4 Regular Fusion.No SafetyInterlocks" ("1/4 Regular Fusion. Lacks Safety-Interlocks"). Arm Fusion Reactor metal cost increased to 5075 (3400) and build time increased to 76125 (51182). Arm Cloakable Fusion Reactor metal cost increased to 5583 (3740) and build time increased to 91350 (61418). Arm AI Cloakable Fusion Reactor metal cost increased to 5583 (3740) and build time increased to 91350 (61418). Arm Underwater Fusion Reactor metal cost increased to 5583 (3740) and build time increased to 115160 (76773). Arm Advanced Fusion Reactor metal cost increased to 12688 (8500). Arm Decoy Fusion Reactor metal cost reduced to 218 (450), energy cost reduced to 2398 (4950), build time reduced to 3270 (6750), energymake increased to 50 (0), metal storage increased to 100 (0), and energy storage increased to 300 (0). NOTE: This means that Decoy Fusion Reactors now provide a small amount of energy production and metal and energy storage in addition to potentially deceiving the enemy, making them a nicer option. Core Advanced Solar Collector metal cost increased to 599 (529), energy cost reduced to 4938 (5267), and build time decreased to 9216 (9822). Core Geothermal Powerplant energy cost reduced to 10369 (13293) and build time increased to 19337 (18592). Core Moho Geothermal Powerplant energy cost reduced to 25922 (69488) and build time decreased to 36255 (48593). Core Fusion Reactor metal cost increased to 4935 (3307) and build time increased to 75924 (54567). Core Cloakable Fusion Reactor metal cost increased to 5429 (3638) and build time increased to 91107 (65479). Core AI Cloakable Fusion Reactor metal cost increased to 5429 (3638) and build time increased to 91107 (65479). Core Underwater Fusion Reactor metal cost increased to 5429 (3638) and build time increased to 122775 (81850). Core Advanced Fusion Reactor metal cost increased to 12338 (8267). Core Behemoth energy cost reduced to 59250 (111180). Core Behemoth weapon [CORBHMTH_WEAPON] damage increased to 2050 (820), edge effectiveness reduced to 0 (0.35), changed to lineofsight (ballistic), color set to 3 (2), explosiongaf set to mineboom (fx), explosionart set to mineboom (explode2), burnblow=1; added, shakemagnitude=4; added, and shakeduration=1; added. Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] burnblow=1; added. Arm Metal Extractor "EXTRACTOR" added to categories. Core Metal Extractor "EXTRACTOR" added to categories. Core Exploiter "EXTRACTOR" added to categories. Arm Underwater Metal Extractor "EXTRACTOR" added to categories. Core Underwater Metal Extractor "EXTRACTOR" added to categories. Arm Moho Mine "EXTRACTOR" added to categories. Core Moho Mine "EXTRACTOR" added to categories. Arm Underwater Moho Mine "EXTRACTOR" added to categories. Core Underwater Moho Mine "EXTRACTOR" added to categories. Core Cauterizer weapon [INFERNOBOMB] commandfire set to 0 (1). Arm Stiletto weapon [CORGRIPN_BOMB] commandfire set to 0 (1). Arm Big Bertha weapon [ARM_BERTHACANNON] (in)accuracy increased to 1750 (1400). Core Intimidator weapon [CORE_INTIMIDATOR] (in)accuracy increased to 1925 (1540). Core Krow turrets turn rate reduced to 100 (200). Arm Freedom Fighter destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX). Core Avenger destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX). Arm Hawk destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX). Core Vamp destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX). Arm Tornado destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX). Core Voodoo destroyed explosion set to TINY_BUILDINGEX (SMALL_UNITEX). NOTE: This should help avoid the chain reaction of multiple fighters all blowing up due to one or two being destroyed while many are "overlapping" each other. Arm MRU energy cost reduced to 73071 (109606). Core MRU energy cost reduced to 72587 (108880). Arm Radar Tower radar range reduced to 1856 (2475). Arm Floating Radar Tower radar range reduced to 2475 (3300). Arm Advanced Radar Tower radar range reduced to 3713 (4950). Arm Hyper Radar Tower radar range reduced to 7425 (9900). Arm Spotter radar range reduced to 1392 (1856). Arm Seer radar range reduced to 1856 (2475). Arm Marky radar range reduced to 1406 (1875). Arm Escort radar range reduced to 2044 (2725). Arm Colossus radar range reduced to 3713 (4950). Arm Eagle radar range reduced to 2228 (2970). Arm Seahawk radar range reduced to 2520 (3360). Core Radar Tower radar range reduced to 1688 (2250). Core Floating Radar Tower radar range reduced to 2250 (3000). Core Advanced Radar Tower radar range reduced to 3375 (4500). Core Hyper Radar Tower radar range reduced to 6750 (9000). Core Watcher radar range reduced to 1268 (1690). Core Informant radar range reduced to 1688 (2250). Core Voyeur radar range reduced to 1279 (1705). Core Phantom radar range reduced to 1856 (2475). Core Hive radar range reduced to 3375 (4500). Core Vulture radar range reduced to 2025 (2700). Core Hunter radar range reduced to 2291 (3055). NOTE: These reductions in radar range should help rapid radar coverage of an entire map be less trivial to achieve. Thanks Pail Ryder! Core Dragon's Maw weapon [DMAW] area of effect reduced to 45 (72). [ARM_MED_MECH] sound category created. [ADVCOR_KBOT] sound category replaced with [COR_MED_MECH]. Arm Bantha sound category set to [ARM_MED_MECH] ([KROGOTH]). Core Krogtaar sound category set to [COR_MED_MECH] ([ADVCOR_KBOT]). Arm and Core Stargate added to the Juno weapon special damage list. Arm Podger and Core Spoiler and Scorpion weapon [ANTIMINE_ROCKET] damage to all cloaking/radar/jamming units set to 200 (0). NOTE: This allows anti-mine rockets to be used to clear an area of Dragon's Eyes. Arm Bolo and Core Yavac and Sumo weapon [CORSUMO_WEAPON] weapon velocity increased to 1000 (700). Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] rendertype set to 1 (0) and model set to "doomlaser". Arm Penetrator and Bantha weapon [ARMMANNI_WEAPON] rendertype set to 1 (0) and model set to "doomlaser". Core Black Hydra weapon [HYDRA_GUN] rendertype set to 1 (0) and model set to "doomlaser". Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] rendertype set to 1 (0) and model set to "doomlaser". Arm Metal Generator metal cost increased to 1050 (350), energy cost increased to 20994 (6998), buildtime increased to 57258 (19086), armor increased to 600 (200), metalmake increased to 3.0 (1.0), FootprintX increased to 10 (5), FootprintZ increased to 10 (5), cloak cost increased to 100 (20), and minimum cloaking distance increased to 120 (60). Core Metal Generator metal cost increased to 1089 (363), energy cost increased to 21396 (7132), buildtime increased to 59850 (19950), armor increased to 690 (230), metalmake increased to 3.0 (1.0), FootprintX increased to 10 (5), FootprintZ increased to 10 (5), cloak cost increased to 100 (20), and minimum cloaking distance increased to 120 (60). NOTE: Metal Generators are about 71% more metal efficient per metal production than a Fusion Reactor paired with a Moho Metal Maker, but are large and fragile. [HAILSTORM] weapon damage increased to 25 (5). Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] damage reduced to 2198 (2930) and reload reduced to 1.5 (3.0). Arm Podger and Core Spoiler description changed to "Minelayer/Sweeper w/Anti-Mine EMP Rocket" ("Minelayer/Sweeper w/Anti-Mine Rocket"). Core Scorpion description changed to "Minelayer/Sweeper w/Anti-Mine EMP Rocket" ("Minelayer Kbot"). Arm Infiltrator and Core Parasite weapon [TWILIGHT] turnrate set to 3750 (0), tracks set to 1 (0), guidance set to 1 (0), startvelocity increased to 25 (1), and weaponvelocity increased to 25 (1). NOTE: This gives the Arm and Core Spy KBots a slow reload EMP weapon they can use. It travels very slowly, but tracks, giving the spy a chance to fire it and run away before it impacts several seconds later. ***Total Annihilation: Twilight v1.8*** January 1st, 2010 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.8" instead of "Total Annihilation: Twilight v1.7". Changed the version number in the upper left of the Battle Room so that it displays "TA:T v1.8" instead of "TA:T v1.7". ***NEW UNIT*** New nanolathing turret available for construction for both Arm and Core nanolathe platforms: Nanolathe Repair Turret. (It is now the first turret on the build menu, shifting all the others forward one spot.) NOTE: This turret is very inexpensive compared to a normal nanolathe turret, but is very weak when assisting construction (1/5 normal nanolathe turret build power). However, it repairs at 100% of the rate of a normal nanolathe turret. This makes it a very affordable option for repairing structures and units. Additionally, like the previous normal nanolathe turrets and fortification turrets (But not advanced fortification turrets), repair turrets are transportable. This means they can loaded up from the nanolathe platform they were built upon, moved elsewhere, and then unloaded again to be used in the new location. However, for a fortification turret that has been transported and then unloaded somewhere else to build things, it is necessary for Dragon's Teeth to be built around it. Perhaps more interestingly, any transport that has "firing ports" which allow units to fire out of the transport while inside it (Such as the naval transports and level 1 ground transports), will also allow nanolathe turrets (Including both regular turrets, fortification turrets (But not advanced fortification turrets), and repair turrets) to work while within the transport. In other words, a fortification turret could be moved to wherever needed, quickly used to build up light fortifications, and then moved back out of danger again, all while remaining safely inside the transport. A level 1 ground transport loaded up with nanolathe turrets can be used as a nanolathe assist platform, with the nanolathe turrets assisting construction wherever needed while protected inside the armored transport. The same transport loaded up with repair turrets could be a mobile repair platform, repairing units on the front line while protected against stray shots. The repair turrets could be set to patrol, so as to repair anything in range automatically, and the transport set to Guard several units of an attack force, so it will follow them. This would result in an attack force being automatically followed, and repaired, by the transport full of repair turrets (They would even repair the transport itself). Note that units generally must not be moving to be repaired. Level 1 air transports will work with nanolathe turrets the same way, although they can only carry 1 turret each. Hopefully, this will encourage more repair and reuse of units, as repair will be easier to accomplish without lengthy return trips to base. Build pictures for all nanolathe turrets now have labels to make them easier to choose at a glance: Upper left is the repair turret, labeled REPAIR. Upper right is the normal nanolathe turret, labeled NANO. Middle left is the fortification turret, labeled FORT. Middle right is the advanced fortification turret, labeled AFORT. Arm and Core Fortification Nanolathe Turrets and Advanced Fortification Nanolathe Turrets have been increased in size to make them easier to distinguish from non-fortification turrets visually. Arm and Core Nano Turrets name changed to "Nanolathe Turret" ("Nano Turret"). Arm and Core Fortification Turrets name changed to "Fortification Nanolathe Turret" ("Fortification Turret"). Arm and Core Advanced Fortification Turrets name changed to "Advanced Fortification Nanolathe Turret" ("Advanced Fortification Turret"). Arm and Core Nanolathe Turret metal cost increased to 460 (230), energy cost increased to 4046 (2023), buildtime increased to 2000 (1000), and workertime increased to 300 (150). NOTE: The doubling of workertime and cost of the normal nanolathe turrets is to help Repair turrets be more effective for their cost at repairing than regular nanolathe turrets, but help regular ones be more effective at assisting than Repair turrets. Arm and Core Micro Fusion ExplodeAs explosion set to [ATOMIC_BLAST] ([ESTOR_BUILDING]) and description changed to "1/4 Regular Fusion. Lacks Safety-Interlocks" ("Dangerous Fusion Power Plant"). NOTE: The lack of safety-interlocks makes Micro Fusions as dangerous when destroyed as when self-destructed, and much more dangerous than the explosion when a regular Fusion Reactor is destroyed. Arm Janus weapon [JANUS_ROCKET] reload increased to 5.0 (3.268), range increased to 600 (465), damage increased to 492 (415), startvelocity increased to 350 (315), and weaponvelocity increased to 350 (315). Arm Penetrator turret turn rate increased to 75 (50) and turn rate increased to 185 (165). Core Banisher turn rate reduced to 165 (196), radar increased to 791 (0), line of sight increased to 455 (300), and ActivateWhenBuilt=1; added. Core Banisher weapon [TAWF_BANISHER] range increased to 667 (600) and damage reduced to 3759 (4179). Special damage to Arm and Core Commander reduced to 1499 (1666). Arm Shellshocker brake rate increased to 0.09 (0.045). Arm Shellshocker weapon [TAWF113_weapon] reload reduced to 3.0 (5.0) and damage reduced to 198 (330). Core Wolverine brake rate increased to 0.082 (0.041). Core Wolverine weapon [CORWOLV_GUN] reload reduced to 3.216 (5.36) and damage reduced to 225 (375). Core Pillager acceleration increased to 0.011 (0.01) and brake rate decreased to 0.082 (0.09). Arm MERL acceleration reduced to 0.012 (0.015) and brake rate increased to 0.09 (0.027). Core Diplomat acceleration reduced to 0.011 (0.016) and brake rate increased to 0.082 (0.03). Arm Hammer and Core Thud weapon [ARM_HAM] reload reduced to 2.0 (3.125) and damage reduced to 86 (134). Arm Warrior weapon [ARMWAR_GAUSS] reload decreased to 0.375 (0.5) and damage reduced to 72 (96). Arm Hyper Radar Tower line of sight reduced to 1400 (2100). Core Hyper Radar Tower line of sight reduced to 1270 (1905). NOTE: This was done to avoid abuse of the Hyper Radar Tower for line of sight purposes. Since a unit gives line of sight as soon as construction is started, players would start a Hyper Radar Tower just for the line of sight, and never finish building it. They now give as much line of sight as the advanced radar towers, which are much cheaper to build. Anti-mine rocket weapon [ANTIMINE_ROCKET] special damage to Arm and Core Stargate set to 0 (Previously default of 1200). Arm and Core Commander destroyed and self-destruct explosion [COMMANDER_BLAST] default damage set to 0 (23000), special damages to all mobile units set to 23000 (previously default of 23000), and special damages to all stationary structures set to 0 (previously default of 23000). Arm and Core Decoy Commander destroyed and self-destruct explosion [DECOY_COMMANDER_BLAST] default damage set to 0 (100), special damages to all mobile units set to 100 (previously default of 100), special damages to all stationary structures set to 0 (previously default of 100), and shakemagnitude decreased to 400 (600). NOTE: The Commander's explosion has been modified so as to release an enormous neutronic pulse. This pulse is very destructive to higher grade combat intelligences, such as are found in all mobile units, but leaves stationary structures (Such as defenses, factories, energy production, etc) unharmed. It is hoped that the result is that Commanders may be used more freely, and, if desired, more aggressively, during game play, without undue imbalance or perceived unfairness as an outcome. A Commander may be used to charge a defensive line, for example, but once the defenses destroy the Commander, the only enemy casualties will be any mobile units, and whatever defenses or other structures the Commander was able to shoot or D-Gun before destruction. Any other defenses not personally destroyed by the Commander will be unharmed by the blast from his destruction. A destroyed Commander will no longer leave a large gaping hole in static defenses or wipe out an entire base, and, in fact, a Commander detonating inside of a small base may well end up itself as the only thing destroyed, assuming the other Commander and construction units were out of the blast range. Remember, however, the blast is still highly lethal to regular mobile units, and so engaging an enemy Commander with a mobile attack force or patrolling defensive forces will likely end in the destruction of many, if not all, of them. Core Skuttle description changed to "Advanced Cloaking Crawling Bomb (Tactical Nuke)" ("Advanced Crawling Bomb"). Arm Tick armor increased to 1148 (900), line of sight increased to 550 (350), radar range increased to 990 (50), sonar range increased to 605 (0), and HealTime/regeneration set to 12 (0). The ability to be selected by the Control G hotkey (All armed ground units) was previously missing from the following units. It has now been added (Thanks scock!): Arm Bantha Arm Fatboy Arm Janus Arm Pincer Core Poison Arrow Core Termite Core Wolverine Core Juggernaut Arm Marauder Core Clasher Core Shiva Arm Mumbo Arm Shellshocker Core Tremor Control G and Control W added to Core Garpike The ability to be selected by the Control W hotkey (All armed units) was previously missing from the Arm Hermes units. It has now been added. Arm Dragon's Eye armor reduced to 120 (250). Core Dragon's Eye armor reduced to 120 (250). Core HLLT weapon [ARM_LIGHTLASER] replaced with a second [CORE_LIGHTLASER]. Core HLLT armor reduced to 814 (858). Arm LLT weapon [ARM_LIGHTLASER] range increased to 400 (340) and damage reduced to 51 (60). Core LLT and HLLT weapon [CORE_LIGHTLASER] range increased to 400 (330), damage reduced to 55 (60), reload increased to 0.54 (0.52), and energy per shot increased to 16 (15). Arm Beamer weapon [TAWF001_weapon] range increased to 400 (340), reload increased to 0.103 (0.1), and damage reduced to 21 (24). Arm Light Laser Tower and Core HLLT weapon [ARM_LIGHTLASER] weapon velocity increased to 1000 (700). Core Light Laser Tower and Core HLLT weapon [CORE_LIGHTLASER] weapon velocity increased to 1000 (700). Arm Beamer weapon [TAWF001_weapon] weapon velocity increased to 1000 (700). Arm Sentinel and Fortification Wall HLT Post weapon [ARM_LASERH1] weaponvelocity increased to 1000 (700). Core Gaat Gun and Fortification Wall HLT Post weapon [CORE_LASERH1] weaponvelocity increased to 1000 (700). Arm Stingray, Core Thunderbolt, Moho Exploiter, Doomsday Machine, and Gargoyle weapon [CORFHLT_LASER] weapon velocity increased to 1000 (700). Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY_SECONDARY] weapon velocity increased to 1000 (700). Arm Flakker and Flakker NS weapon [ARMFLAK_GUN] weaponvelocity reduced to 1500 (3550). Core Cobra and Cobra NS weapon [CORFLAK_GUN] weaponvelocity reduced to 1450 (3450). Arm Archer and Phalanx and Core Shredder and Copperhead weapon [ARMYORK_GUN] weaponvelocity reduced to 1050 (2500). Core Croc acceleration reduced to 0.015 (0.035) and turn rate reduced to 315 (350). Arm Triton acceleration reduced to 0.015 (0.04). Core Poison Arrow brakerate reduced to 0.015 (0.052). Arm Juno name changed to "Juno EMP Launcher" ("Juno") and description changed to "Electro-Magnetic Pulse weapon. Does heavy damage to units with Radar/Jamming/Cloaking equipment in a wide area" ("Anti-Radar/Jammer Signal Weapon"). Arm and Core Juno weapon [Juno_Pulse] reload increased to 120 (90), energypershot increased to 240000 (25000), edge effectiveness increased to 0.99 (0.80), and special damages added for units as follows: Arm Light Naval Mine 2000 (default of 1) Arm Heavy Naval Mine 2000 (default of 1) Arm EMP Naval Mine 2000 (default of 1) Arm Underwater Nuclear Mine 2000 (default of 1) Core Light Naval Mine 2000 (default of 1) Core Heavy Naval Mine 2000 (default of 1) Core Neutron Naval Mine 2000 (default of 1) Core Underwater Nuclear Mine 2000 (default of 1) Arm Light Mine 2000 (default of 1) Arm Medium Mine 2000 (default of 1) Arm Heavy Mine 2000 (default of 1) Arm EMP Mine 2000 (default of 1) Arm Sabotage Mine 2000 (default of 1) Arm Nuclear Mine 2000 (default of 1) Core Light Mine 2000 (default of 1) Core Medium Mine 2000 (default of 1) Core Heavy Mine 2000 (default of 1) Core Neutron Mine 2000 (default of 1) Core Sabotage Mine 2000 (default of 1) Core Nuclear Mine 2000 (default of 1) Arm Advanced Fusion Reactor 2000 (default of 1) Core Advanced Fusion Reactor 2000 (default of 1) Arm Cloakable Fusion Reactor 2000 (default of 1) Core Cloakable Fusion Reactor 2000 (default of 1) Arm AI Cloakable Fusion Reactor 2000 (default of 1) Core AI Cloakable Fusion Reactor 2000 (default of 1) Arm Twilight 2000 (default of 1) Arm Metal Generator 2000 (default of 1) Core Metal Generator 2000 (default of 1) Arm Advanced Fortification Turret 2000 (default of 1) Core Advanced Fortification Turret 2000 (default of 1) Arm Sharpshooter 2000 (default of 1) Core Skuttle 2000 (default of 1) Arm Gremlin 2000 (default of 1) Arm Tick 2000 (default of 1) Core Commando 2000 (default of 1) Core Nautilus 2000 (default of 1) Core Sumo 2000 (default of 1) The following special damages were changed as follows: Arm Colossus 2000 (340) Core Hive 2000 (350) Arm Dragon's Eye 2000 (300) Core Dragon's Eye 2000 (300) Arm Hyper Radar Tower 2000 (1400) Core Hyper Radar Tower 2000 (1500) Arm Infiltrator 2000 (500) Core Parasite 2000 (500) The special damages to the following units were removed since they don't exist in TA: Twilight: AFLRADAR CFLRADAR (In there twice) ARMUEYES CORUEYES APHANTOM cPHANTOM ARMRASPD ARMJASPD NOTE: The Juno's Electro-Magnetic Pulse (EMP) weapon now requires much more energy to charge up a pulse, but will do strong damage (2000) to almost any unit or structure capable of cloaking, as well as units that have strong radar, sonar, or radar or sonar jamming capability, by overloading that sensitive equipment. As before, this can be used to "blind" an enemy's radar coverage and/or remove their jamming screen. However, a pulse can now be additionally used to clear a large area of mines (More than 4 times the area covered by an anti-mine rocket blast), Dragon's Eyes, Advanced Fortification Turrets, Spy KBots, Skuttles, Sharpshooters, and other cloaking units. Even structures like cloakable fusion reactors will be susceptible. Anti-nuke silos, while able to cloak, are underground and heavily shielded, and thus immune. Commanders are likewise specially shielded from EM pulses. Arm Construction Aircraft workertime decreased to 60 (90). Core Construction Aircraft workertime decreased to 60 (90). Arm Advanced Construction Aircraft workertime decreased to 180 (270). Core Advanced Construction Aircraft workertime decreased to 180 (270). Arm Banshee acceleration reduced to 0.5 (0.863). Core Venom acceleration reduced to 0.45 (0.825). Arm Brawler acceleration reduced to 0.4 (0.638). Core Rapier acceleration reduced to 0.35 (0.6). Arm Saber acceleration reduced to 0.45 (0.701). Core Cutlas acceleration reduced to 0.4 (0.66). NOTE: This should make the dodging/jinking of gunships from left to right while firing slower, and therefore, easier to hit. Arm Guardian armor reduced to 3999 (6000). Arm Guardian weapon [ARMFIXED_GUN] damage increased to 1230 (817). Core Punisher armor reduced to 4208 (6312). Core Punisher weapon [CORFIXED_GUN] damage increased to 1377 (915). Arm Radical armor reduced to 1992 (2988). Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] damage increased to 957 (637). Core Blocker armor reduced to 2106 (3159) and turret turn speed increased to 100 (90). Arm Sentinel and Fortification Wall HLT Post weapon [ARM_LASERH1] reload reduced to 1.57 (1.887), damage decreased to 414 (496), and energy per shot reduced to 165 (197). Core Gaat Gun and Fortification Wall HLT Post weapon [CORE_LASERH1] reload reduced to 1.722 (2.076), damage decreased to 461 (554), and energy per shot reduced to 187 (224). Arm Maverick metal cost reduced to 507 (662), energy cost reduced to 14777 (19294), build time reduced to 7823 (10214), armor decreased to 1345 (1755), and speed increased to 1.58 (1.4). Arm Maverick weapon [ARMMAV_WEAPON] range reduced to 300 (330), reload reduced to 0.5 (0.875), and damage reduced to 435 (752). Arm Maverick wreckage file had object=2x2e; instead of object=Armmav_dead; Which caused the heap to show up as the wreckage, and for there to be no heap afterwards when the "wreckage" was destroyed. The correct Maverick wreckage model now shows up. This has apparently been wrong even as far back as Absolute Annihilation that Total Annihilation: Twilight is descended from, so it wasn't something I did. Too bad I never noticed it until now, but at least it's fixed! Enjoy the never-before-seen (At least in TA:Twilight :) ) wreckage model! Arm Marauder metal cost decreased to 650 (684), energy cost reduced to 18943 (19934), build time reduced to 10028 (10553), armor reduced to 3447 (3627), turn rate decreased to 615 (960), and speed reduced to 1.282 (1.42). Arm Marauder weapon [ARMMECH_CANNON] damage increased to 1248 (1090), reload increased to 2.0 (1.66), and area of effect reduced to 48 (80). Core Shiva speed reduced to 1.165 (1.29). Core Morty speed increased to 1.282 (1.25). Core Dominator speed increased to 1.282 (1.22). Arm Pompom speed increased to 1.41 (1.35). Arm Invader speed increased to 2.155 (1.837). Arm Fatboy speed increased to 1.282 (1.1). Arm Fido speed increased to 1.41 (1.33). Arm Zeus speed increased to 1.41 (1.25). Core Gimp speed increased to 1.455 (1.2). Core Aries speed increased to 1.282 (1.23). Core Roach speed increased to 1.959 (1.67). Core Can speed increased to 1.072 (0.95). Core Sumo speed increased to 0.761 (0.675). Arm Flea energy cost reduced to 127 (190), armor reduced to 25 (50), acceleration increased to 0.5 (0.14), and brake rate increased to 0.5 (0.25). Arm Flea weapon [FLEA_LASER] range increased to 240 and reload reduced to 0.372 (0.432). NOTE: I cut the armor ratio in half, but not the weapon ratio, since the Flea has increased LOS like the Jeffy, but not radar. Core Intruder acceleration reduced to 0.009 (0.25) and brake rate increased to 0.115 (0.04). Arm and Core Fortification Turrets have had radar range set to 800 (0). Arm and Core Advanced Fortification Turrets have had radar range set to 1050 (0). NOTE: The radar range on the Fortification and Advanced Fortification turrets gives the turrets a range circle on the minimap, allowing you to see how far away they can build things. This prevents the necessity of using a weapon slot for a range ring. (Thanks Nuggenman!) Arm and Core Deep Core Mine energyuse reduced to 300 (1000) and ExtractsMetal reduced to 0.006 (0.009). Arm Metal Maker energyuse increased to 200 (120). Core Metal Maker energyuse increased to 210 (130). Arm Floating Metal Maker energyuse increased to 190 (110). Core Floating Metal Maker energyuse increased to 200 (120). Arm Moho Metal Maker metal cost increased to 232 (58) and makesmetal decreased to 6 (9). Core Moho Metal Maker metal cost increased to 204 (51) and energyuse increased to 960 (880) and makesmetal decreased to 6 (8). Arm Underwater Moho Metal Maker metal cost increased to 264 (80) and energyuse increased to 980 (900) and makesmetal decreased to 7 (10). Core Underwater Moho Metal Maker metal cost increased to 219 (73) and makesmetal decreased to 6 (9). Arm Metal Generator energy cost reduced to 16956 (33912). Core Metal Generator energy cost reduced to 17290 (34580). Core Behemoth weapon [CORBHMTH_WEAPON] energy per shot reduced to 0 (525). Arm Vulcan weapon [ARMVULC_WEAPON] shakemagnitude decreased to 20 (30) and shakeduration reduced to 0.2 (0.4). Core Buzzsaw weapon [CORBUZZ_WEAPON] shakemagnitude decreased to 20 (30) and shakeduration reduced to 0.2 (0.4). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] explosiongaf set to blodboom (fx), explosionart set to blodboom (explode5), waterexplosiongaf set to blodboom (fx), and waterexplosionart set to blodboom (h2oboom1). Arm Penetrator weapon [ARMMANNI_WEAPON] explosiongaf set to blodboom (fx), explosionart set to blodboom (explode5), waterexplosiongaf set to blodboom (fx), and waterexplosionart set to blodboom (h2oboom1). Arm Bantha and Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] explosiongaf set to blodboom (fx), explosionart set to blodboom (explode5), waterexplosiongaf set to blodboom (fx), and waterexplosionart set to blodboom (h2oboom1). Core Bladewing acceleration increased to 0.9 (0.45). Arm Jeffy armor reduced to 153 (205), energy cost decreased to 453 (679), turn rate increased to 550 (445), radar range increased to 1000 (0), and ActivateWhenBuilt set to 1 (0). Arm Jeffy weapon [ARM_LASER] range increased to 240 (180), reload increased to 0.535 (0.533), and damage reduced to 9 (16). Core Weasel armor reduced to 175 (233) and energy cost decreased to 471 (707), turn rate increased to 500 (405), radar range increased to 910 (0), and ActivateWhenBuilt set to 1 (0). Core Weasel weapon [CORE_LASER] range increased to 240 (180), reload decreased to 0.571 (0.578), and damage reduced to 10 (18). Arm Samson turn rate increased to 512 (511). Core Slasher turn rate reduced to 465 (512). Core Leveler description changed to "Mobile Riot Cannon" ("Riot Tank"), metal cost reduced to 234 (286), energy cost reduced to 3310 (4045), buildtime reduced to 3084 (3769), armor increased to 2014 (2004), speed reduced to 1.6 (2.4), brakerate reduced to 0.008 (0.015), acceleration reduced to 0.008 (0.015), turn rate reduced to 150 (220), and turret turn rate reduced to 60 (90). Core Leveler weapon [CORLEVLR_WEAPON] range increased to 360 (240), area of effect reduced to 80 (128), damage reduced to 333 (500), and special damage to Core Leveler set to default of 333 (91). NOTE: This puts the Leveler into more of a "mobile defense" role like the Shodan. It has an effective weapon with good armor, but is slow and clumsy while moving and aiming, making it ill-suited to offensive maneuvers, and vulnerable to being flanked. Core Shodan metal cost reduced to 214 (275), energy cost increased to 3027 (2593), build time reduced to 2820 (3624), armor decreased to 1197 (1976), brakerate reduced to 0.008 (0.015), acceleration reduced to 0.008 (0.015), and turn rate reduced to 150 (220). NOTE: This lowers the Shodan's maneuverability and armor, thus making it less useful on offense. Arm Mumbo turn rate increased to 286 (251). Core Reaper turn rate increased to 260 (228), acceleration increased to 0.0127 (0.012), and brakerate decreased to 0.0127 (0.015). Arm Bulldog turn rate increased to 251 (216), acceleration increased to 0.014 (0.010), and speed increased to 2.7 (2.38). Arm Bulldog weapon [ARM_BULL] tolerance increased to 4500 (1500). Core Goliath turn rate increased to 228 (196), acceleration increased to 0.0127 (0.009), brakerate decreased to 0.0127 (0.015), and speed increased to 2.456 (2.16). Core Goliath weapon [COR_GOL] tolerance increased to 4500 (1500). Core Krow acceleration increased to 0.1 (0.05). Core Firestorm weapon [FIRESTORM_WPN] damage reduced to 6 (8). Core Reaper weapon [CORE_REAP] area of effect increased to 72 (32). Core Pyro weapon [FLAMETHROWER] area of effect increased to 72 (32). Arm PACKO and Core SAM weapon [GA2] reload decreased to 1.0 (2.14) and damage reduced to 150 (321). Arm Flea weapon [FLEA_LASER] damage increased to 10 (8). Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 108 (86). Arm Jethro and Core Crasher and Exploiter weapon [ARMKBOT_MISSILE] damage increased to 31 (25). Arm Peewee weapon [PEEWEE_EMG] damage increased to 10 (8). Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 259 (207). Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 90 (72). Core A.K. weapon [AK_LASER] damage increased to 33 (26). Core Berserker weapon [BERSERK] damage increased to 64 (51). Arm Pompom and Core Aries weapon [ARMFLAKLASER] special damages to aircraft increased to 110 (88) and energy per shot increased to 57 (45). Arm Panther weapon [ARMAMPH_MISSILE] replaced with [PANTHER_MISSILE]. Arm Pelican weapon [ARMAMPH_WEAPON1] damage increased to 308 (246) and energy per shot increased to 54 (43). Arm Pelican weapon [ARMAMPH_MISSILE] damage increased to 110 (88). Arm Zipper weapon [ARM_FAST] damage increased to 33 (26). Arm Fatboy weapon [ARM_FATBOY_NOTALASER] damage increased to 2065 (1652). Arm Fido weapon [GAUSS] damage increased to 460 (368). Arm Fido weapon [BFIDO] damage increased to 334 (267). Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 544 (435). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] reload reduced to 26.252 (32.815). Arm Spider weapon [ARM_PARALYZER] damage increased to 500 (400). Arm Tick weapon [ARMTICK_PARALYZER] damage increased to 1500 (1200). Arm Zeus weapon [LIGHTNING] damage increased to 1208 (966) and energy per shot increased to 213 (170). Arm Marauder weapon [ARMMECH_CANNON] damage increased to 1560 (1248). Arm Invader energy cost reduced to 8400 (10500) and build time reduced to 3336 (4170). Core Roach energy cost reduced to 8754 (10942) and build time reduced to 3565 (4456). Core Skuttle energy cost reduced to 43952 (54940) and build time reduced to 17900 (22374). Core Commando weapon [COMMANDOLAS] reload reduced to 24 (30). Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 620 (496) and energy per shot increased to 110 (88). Core Gimp weapon [CORAMPH_WEAPON1] damage increased to 134 (107). Core Can weapon [CORE_CANLASER] damage increased to 1140 (912) and energy per shot increased to 202 (161). Core Dominator weapon [CORHRK_ROCKET] damage increased to 1290 (1032). Core Morty weapon [CORE_MORT] damage increased to 459 (367). Core Pyro weapon [FLAMETHROWER] range increased to 315 (240), reload increased to 1.05 (1.034), and weapontimer increased to 1.2 (0.9). Core Sumo weapon [CORSUMO_WEAPON] damage increased to 495 (396) and energy per shot increased to 247 (197). Core Shiva weapon [CORE_PARROW] replaced with [SHIVA_CANNON]. Core Shiva weapon [CORMH_WEAPON] replaced with [SHIVA_ROCKET]. NOTE: The firepower per metal ratio for KBots has been increased 25%, giving almost all KBots a boost in damage. This puts KBots at more than twice the firepower per metal cost of vehicles. While they are much slower than Vehicles, KBots give decidedly better firepower for their cost. This was true before, but is even more so now. On the down side, KBots have less armor per metal cost than vehicles, and tend to have less armor per individual unit, meaning that while the same amount of metal will get you more firepower and KBots than it would vehicles, but those units, and their firepower with them, are more quickly destroyed, so things tend to even out. Arm and Core Stargate is now stealth and can cloak for 250 energy. NOTE: This should make it easier to set up a destination Stargate in contested territory. ***Total Annihilation: Twilight v1.7*** June 30th, 2009 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.7" instead of "Total Annihilation: Twilight v1.6". Changed the version number in the upper left of the Battle Room so that it displays "TA:T v1.7" instead of "TA:T v1.6". Arm Sentinel weapon [ARM_LASERH1] reload increased to 1.887 (0.95), damage increased to 496 (250), and energy per shot increased to 197 (100). Core Gaat Gun weapon [CORE_LASERH1] reload increased to 2.076 (1.05), damage increased to 554 (280), and energy per shot increased to 224 (115). NOTE: The Heavy Laser Towers have been in danger of eclipsing the usefulness of Light Laser Towers. While the LLTs you could build for an HLT's metal cost do more damage per second, the HLT has more range. Unfortunately, with that extra range, it can be hitting enemy units before the LLTs can, meaning it makes up for the extra damage LLTs can do, if not surpassing it, and still has that extra range. Plus, because doubling the range of a weapon allows it to cover 4 times as much area, the HLTs overcome most of the disadvantages they might have had compared to LLTs, and had strong advantages as well. LLTs could be spread out to cover different areas, but the HLT covers a much larger area anyway, and does full damage to anything in that area, whereas the spread out LLTs would only inflict a single LLT's damage in the area they each covered. The LLTs do fire faster, making them more effective against a larger group of lighter units, but again, with the larger range, and therefore more time to fire on enemy units before they are in range, that weakness was largely negated. Other than very early in the game where the cost of a HLT was unavailable, players were generally better off using multiple HLTs instead of a larger number of LLTs by themselves, or even LLTs mixed with HLTs. I wanted HLTs to have some disadvantages to offset their strengths, but I wanted to avoid messing with their damage or range or cost, as generally they seemed to be pretty balanced in most respects; they just overshadowed the LLTs too heavily. I wanted to avoid changing LLTs if possible for similar reasons: other than compared to HLTs, they seemed to work well. Previously, the HLT laser had more than 150% of the LLT's range, and did more than 4 times the damage per shot, but only took about twice as long as the LLT to fire. So, I increased the reload time and damage per shot on the HLTs, keeping the damage per second the same. This gives a very "natural" feeling disadvantage to the HLT: It fires more powerfully, but more slowly (This was true before, but now even more so). This means that against a few medium or heavier units, the HLT acts much as before, doing the same damage per second (And in some ways is more effective, since it will do more damage "up front", on the first shot, before the reload time makes any difference). However, against multiple lighter units, there will be more damage "wasted" per shot in overkill, and since the fire rate is slower, there is more danger of the HLT being swarmed and overrun by many light units. But, this leaves the perfect opening for the LLT. It has less range, but can fire much more quickly, meaning less damage wasted on overkill, and more targets able to be targeted in the same amount of time. Plus, since you get several LLTs for the cost of an HLT, you can even target several units simultaneously. Of course, LLTs have their own weaknesses, such as their lower range, meaning they don't fire on units until much closer to the enemy's weapon range, and in some cases, are outranged entirely by the enemy. Of course the solution to avoid the drawbacks of both HLTs and LLTs, is to use both together. The HLTs can hit stuff further out, cover a bigger area, and provide the heavy punch needed against heavier enemies, and the LLTs can provide supporting fire, and prevent swarms from overruning the slower and more ponderous HLTs. Arm Wind Generator metal cost decreased to 72 (109), energy cost reduced to 99 (150), buildtime reduced to 1080 (1635), and armor reduced to 72 (109). Core Wind Generator metal cost decreased to 70 (106), energy cost reduced to 96 (146), buildtime reduced to 1077 (1631), and armor reduced to 77 (117). NOTE: These changes to Wind Generators should help them to regain their status as cheap, effective, and flimsy alternatives to Solar Collectors, assuming decent winds. Wind levels over 10 make Wind Generators a better choice for energy produced for their metal cost, compared to Solar Collectors, although even below 10 they are much less energy intensive in their construction. Then again, Solar Collectors are *much* sturdier and resistant to damage, and have a small amount of built-in energy storage. While cheaper, large numbers of Wind Generators can be quickly reduced to scrap by even light raiding or bombing. Arm Warrior armor reduced to 848 (849). Arm Warrior weapon [ARMWAR_GAUSS] damage increased to 96 (77), range reduced to 240 (300), and weaponvelocity increased to 625 (550). Core Berserker armor increased to 1015 (1010). Core Berserker weapon [BERSERK] damage increased to 51 (41), range reduced to 240 (300), and weaponvelocity reduced to 700 (1000). Arm Pincer and Core Garpike weapon [ARM_PINCER_GAUSS] weaponvelocity increased to 625 (450). Arm Gremlin weapon [ARMST_GAUSS] weaponvelocity increased to 625 (450). Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] weaponvelocity decreased to 625 (700). Core Leveler weapon [CORLEVLR_WEAPON] reload increased to 2.5 (2.0), range reduced to 240 (300), damage increased to 500 (320), and special damages increased accordingly. Core Intimidator and Zulu weapon [CORE_INTIMIDATOR] special damage to Arm and Core Commander set to 2862 (5724). NOTE: This was listed as having been changed in v1.6, but was left out. The change has been implemented now. NOTE: To help prevent advanced tech units from obsoleting level 1 units quite as quickly as before, the base range for advanced units has been reduced from 360 to 240, which is the same base range as level 1 units. Base range doesn't mean they can't exceed that, but rather it's what range they get "free" (In other words, higher range than that means less damage per second, lower armor, etc). This means that most advanced units have had their rangee to 66% of the v1.6 amount (240 being 66% of 360). A few units where it made more sense to keep the range the same, such as artillery, have had their damage per shot reduced to about 66% of the old value. Since before this, the advanced units had a 50% higher base range than level 1 units (360 vs 240), it meant that even if they had similar range to a level 1 unit, they did more damage for their cost, and of course if they did have higher ranges, they could often destroy level 1 units before they even got into firing range. Now many of the level 1 units will have a chance to at least fire, even if they are destroyed immediately afterwards, allowing a more numerous group of level 1 units to potentially swarm a lone or small group of advanced units. Ideally, mixing level 1 units with advanced units will allow the level 1 units to help draw fire and "filter" what gets close to the more powerful, but slower firing, advanced units. Advanced tech should be superior to level 1, and it still is (It certainly opens up more strategic and tactical options, not to mention superior economic choices), but this will help level 1 units maintain a useful role as "grunt" units to fill out the ranks, even after advanced technology is available. As mentioned earlier, you should see more reason earlier on to mix in a few advanced units with a larger group of level 1 units, allowing them to complement each other, instead of switching over to almost exclusive production of advanced tech units as soon as you finish your advanced factory. This should also mean choosing to go with a superior number of level 1 units against someone who jumps to advanced tech very early will be a more viable choice. You'll have to decide if fewer superior units (At least in the short term) are better than simpler, but more numerous and resource efficient, level 1 units. In the long run, of course, advanced tech will almost always win against someone who stays level 1 (Barring large differences in resources for each side), but now jumping to advanced tech as early as possible will hopefully be less of a "no-brainer" choice for winning and will require more weighing of the advantages and disadvantages of doing so. Arm Pompom and Core Aries weapon [ARMFLAKLASER] damage reduced to 88 (132) and energy per shot reduced to 45 (68). Arm Pelican and Panther weapon [ARMAMPH_MISSILE] damage reduced to 88 (132). Arm Pelican weapon [ARMAMPH_WEAPON1] range reduced to 240 (360) and energy per shot reduced to 43 (65). Arm Zipper weapon [ARM_FAST] range reduced to 240 (360). Arm Fatboy armor reduced to 2644 (3967). Arm Fatboy weapon [ARM_FATBOY_NOTALASER] range increased to 900 (750), damage reduced to 1652 (1982), and (in)accuracy decreased to 1000 (1300). Arm Fido weapon [GAUSS] range reduced to 347 (520). Arm Fido weapon [BFIDO] damage reduced to 267 (400). Arm Maverick speed increased to 1.4 (1.25). Arm Maverick weapon [ARMMAV_WEAPON] damage reduced to 752 (1264). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] reload increased to 32.815 (21.88). Arm Spider metal cost increased to 142 (116), energy cost increased to 6133 (5010), and buildtime increased to 3247 (2652). Arm Spider weapon [ARM_PARALYZER] special reduced damages to Arm Bulldog, Crusader, Conqueror, Colossus, and Millennium, and Core Goliath, Enforcer, Executioner, Warlord, Can, and Sumo removed. They now do the default of 400 (120). Arm Tick weapon [ARMTICK_PARALYZER] reload increased to 1.5 (1). Arm Zeus weapon [LIGHTNING] range reduced to 240 (360) and energy per shot reduced to 170 (256). Arm Marauder weapon [ARMMECH_CANNON] range reduced to 300 (450). Core Shiva armor reduced to 3739 (4057). Core Shiva and Poison Arrow weapon [CORE_PARROW] range reduced to 320 (480). Core Shiva and Nixer weapon [CORMH_WEAPON] range reduced to 784 (980). Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] damage increased to 535 (458), energy per shot increased to 234 (200), and sound set to LASRHVY1 (Lasrmas2). Arm Stingray metal cost increased to 409 (378), energy cost increased to 2247 (2079), and build time increased to 6128 (5670). Core Thunderbolt metal cost increased to 423 (391), energy cost increased to 2324 (2150), and build time increased to 6501 (6015). Core Doomsday Machine, Gargoyle, and Moho Exploiter weapon [CORSUMO_WEAPON] replaced with [CORFHLT_LASER] weapon. Core Sumo weapon [CORSUMO_WEAPON] damage reduced to 396 (594) and energy per shot decreased to 197 (295). Core Pyro weapon [FLAMETHROWER] range reduced to 240 (360) and weapontimer reduced to 0.9 (1.3). Core Morty weapon [CORE_MORT] damage reduced to 367 (551). Core Dominator weapon [CORHRK_ROCKET] damage reduced to 1032 (1548). Core Can weapon [CORE_CANLASER] range reduced to 240 (360) and energy per shot reduced to 161 (241). Core Gimp weapon [CORAMPH_WEAPON1] damage reduced to 107 (160). Core Gimp weapon [CORAMPH_WEAPON2] range reduced to 240 (360) and energy per shot reduced to 88 (131). Arm Hermes weapon [HERMES] damage reduced to 200 (300). Arm Bulldog weapon [ARM_BULL] range reduced to 343 (515). Arm Triton weapon [ARM_MEDIUMCANNON] range reduced to 240 (360). Arm Panther weapon [ARMLATNK_WEAPON] range reduced to 240 (360) and energy per shot reduced to 31 (46). Arm Bantha weapon [ARMMANNI_WEAPON] replaced with Core Doomsday Machine weapon [CORE_DOOMSDAY]. Arm Penetrator weapon [ARMMANNI_WEAPON] damage reduced to 3000 (4500), special damages to Arm and Core Commanders reduced to 1500 (1875), energy per shot reduced to 2206 (3309), and SoundWater=HISS2; added. Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] special damage to Arm and Core Commanders increased to 2000 (1666). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] special damage to Arm and Core Commanders reduced to 3000 (3332). Arm Luger weapon [ARM_ARTILLERY] damage reduced to 499 (748). Arm MERL, Abel, and Bantha weapon [ARMTRUCK_ROCKET] damage reduced to 1965 (2948). Arm Recluse weapon [ADV_ROCKET] damage reduced to 229 (344). Arm Gremlin weapon [ARMST_GAUSS] damage reduced to 93 (140). Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] damage reduced to 152 (228). Arm Demolisher weapon [ARM_HLIGHTNING] range decreased to 300 (450) and energy per shot reduced to 198 (297). Arm Mumbo weapon [TAWF003_weapon] range decreased to 240 (360) and energy per shot reduced to 16 (24). Core Goliath weapon [COR_GOL] range reduced to 317 (475). Core Pillager weapon [CORE_ARTILLERY] damage reduced to 614 (921). Core Reaper weapon [CORE_REAP] range reduced to 240 (360) and weapontimer reduced to 0.675 (1.0). Core Croc weapon [CORE_MEDIUMCANNON] damage reduced to 201 (302). Core Termite and Clasher weapon [CORE_TERMITE_LASER] range reduced to 240 (360) and energy per shot reduced to 180 (270). Core Diplomat and Caine weapon [CORTRUCK_ROCKET] damage reduced to 2203 (3305). Core Intruder and Executioner and Arm Conqueror weapon [ADV_DECKLASER] damage reduced to 256 (384) and energy per shot reduced to 99 (148). Core Banisher weapon [TAWF_BANISHER] range reduced to 600 (900). Core Tremor weapon [TREM1] damage reduced to 400 (600). Arm Brawler weapon [VTOL_EMG] damage reduced to 17 (19). Arm Brawler armor increased to 1509 (1132). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] damage reduced to 12 (18) and special damage to all aircraft reduced to 189 (284). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] damage reduced to 39 (58) and special damage to all aircraft reduced to 600 (900). Arm Blade and Core BlackDawn weapon [Vtol_Sabot] damage reduced to 1218 (1370). Arm Blade armor increased to 4599 (3449). Core Rapier weapon [VTOL_ROCKET] damage reduced to 237 (267). Core Rapier armor increased to 1783 (1337) and speed increased to 6.82 (6.81). Core BlackDawn armor increased to 5780 (4335). Core Krow weapon [KROWLASER2] damage reduced to 780 (877), energy per shot decreased to 350 (394), and soundstart set to LASRHVY1 (Lasrmas2). Core Krow weapon [KROWLASER] damage reduced to 341 (384), energy per shot decreased to 167 (188), and soundstart set to LASRHVY1 (Lasrmas2). Core Krow armor increased to 21271 (15953). Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON3] damage reduced to 87 (130). Arm Sabre weapon [VTOL_EMG2] damage reduced to 112 (126) and energy per shot decreased to 40 (44). Arm Sabre armor increased to 1375 (1031). Core Cutlass weapon [VTOL_ROCKET2] damage reduced to 285 (321). Core Cutlass armor increased to 1620 (1215). Arm Abel and Core Caine weapon [RFLB] damage reduced to 275 (412). Arm Abel weapon [Abel] damage reduced to 324 (486). Arm Archer armor reduced to 3015 (4130). Arm Millennium weapon [ARM_BATSAFT] damage reduced to 523 (785). Arm Conqueror weapon [ARM_CRUS] damage reduced to 800 (1200). Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] damage reduced to 200 (300). Arm Ranger weapon [ARMMSHIP_ROCKET] damage reduced to 3663 (5495). Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] damage reduced to 1567 (2351) and special damages reduced accordingly. Arm Epoch and Core Black Hydra weapon [SEADRAGPRIME] reload increased to 3.0 (2.0). Arm Epoch weapon [SEADRAGONFLAK] damage reduced to 597 (896). Arm Sea Serpent weapon [TAWF009_WEAPON] damage reduced to 2877 (4315) and special damages reduced accordingly. Arm Viking and Core Cronus weapon [TREMSHIP] damage reduced to 729 (1093) and (in)accuracy reduced to 800 (1200). Core Caine weapon [Caine] damage reduced to 407 (610). Core Shredder armor reduced to 3544 (4854). Unused weapon [CORATL_TORPEDO] changed into [CORE_DOOMSDAY_SECONDARY]. Core Doomsday Machine and Gargoyle weapon [CORE_BATSLASER] replaced with [CORE_DOOMSDAY_SECONDARY]. Core Warlord weapon [COR_BATS] damage reduced to 631 (946). Core Warlord weapon [CORE_BATSLASER] damage reduced to 669 (1003) and energy per shot reduced to 467 (701). Core Black Hydra weapon [HYDRAMISS] damage reduced to 294 (441). Core Black Hydra weapon [HYDRA_GUN] damage reduced to 2001 (3001) and energy per shot reduced to 1913 (2869). Core Executioner weapon [COR_CRUS] damage reduced to 897 (1345) and energy per shot reduced to 528 (791). Core Messenger weapon [CORMSHIP_ROCKET] damage reduced to 4214 (6321). Core Leviathan weapon [CORSSUB_WEAPON] damage reduced to 3207 (4810) and special damages reduced accordingly. Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] reload increased to 0.94 (0.93), and damage reduced to 63 (78), and energy per shot reduced to 11 (14). Arm Anaconda and Core Snapper weapon [ARMANAC_WEAPON] damage reduced to 267 (334). Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] range reduced to 820 (1025). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] range reduced to 560 (700). Arm Wombat weapon [ARMMH_WEAPON] range reduced to 800 (1000). NOTE: All gunships armor and firepower ratios increased to 2/3 vehicle ratios (1/2 vehicle ratios). The advanced tech gunship changes listed above factor in the reduction of the advanced tech base range as well as this new ratio. Arm Banshee armor increased to 463 (347). Arm Banshee weapon [MED_EMG] damage increased to 11 (8). Core Venom armor increased to 523 (392). Core Venom weapon [VENOM_LASER] damage increased to 40 (30). NOTE: Upon closer inspection of the maneuverability numbers for hovercraft, it looks like some mistakes were made long before TA:T existed. For example, the Anaconda looks like it has twice the acceleration of a Stumpy 0.014 vs 0.07 (Stumpy vs Anaconda), since it looks like 14 vs 7, but it's actually close to 5 times as much. I'm assuming someone slipped a decimal point at some time in the past. In any case, these kinds of numbers gave Hovercraft much better acceleration and brakerates than any other vehicles, which is probably much of the reason they've seemed too powerful before. They've been adjusted to values roughly comparable to other vehicles. Arm Construction Hovercraft brakerate increased to 0.08 (0.06) and acceleration reduced to 0.02 (0.06). Arm Skimmer brakerate reduced to 0.02 (0.09) and acceleration reduced to 0.02 (0.11). Arm Anaconda brakerate reduced to 0.014 (0.09) and acceleration reduced to 0.014 (0.07). Arm Swatter brakerate reduced to 0.012 (0.09) and acceleration reduced to 0.03 (0.08). Arm Mausser speed increased to 2.78 (2.232), turnrate increased to 325 (231), brakerate reduced to 0.045 (0.0886) and acceleration reduced to 0.0165 (0.04). Arm Wombat brakerate reduced to 0.045 (0.09) and acceleration reduced to 0.0165 (0.06). Arm Spotter speed increased to 3.48 (3.12), brakerate reduced to 0.012 (0.07) and acceleration reduced to 0.032 (0.06). Arm Concealer speed increased to 3.48 (2.592), brakerate reduced to 0.012 (0.06) and acceleration reduced to 0.035 (0.06). Core Construction Hovercraft brakerate reduced to 0.064 (0.05) and acceleration reduced to 0.016 (0.05). Core Scrubber brakerate reduced to 0.018 (0.09) and acceleration reduced to 0.018 (0.1). Core Snapper brakerate reduced to 0.0127 (0.08) and acceleration reduced to 0.0127 (0.065). Core Slinger brakerate reduced to 0.012 (0.09) and acceleration reduced to 0.027 (0.08). Core Navarone speed increased to 2.53 (2.032), turnrate increased to 325 (206), brakerate reduced to 0.041 (0.0838) and acceleration reduced to 0.015 (0.04). Core Nixer brakerate reduced to 0.041 (0.09) and acceleration reduced to 0.015 (0.06). Core Clasher speed increased to 2.7 (2.16), brakerate reduced to 0.015 (.06) and acceleration reduced to 0.012 (.06). Core Watcher speed increased to 3.17 (2.84), brakerate reduced to 0.012 (0.08) and acceleration reduced to 0.03 (0.05). Core Blotter speed increased to 3.17 (2.36), brakerate reduced to 0.012 (0.07) and acceleration reduced to 0.031 (0.05). Arm Jammer speed increased to 3.48 (2.59). Arm Eraser speed increased to 1.98 (1.47). Core Deleter speed increased to 3.17 (2.36). Core Spectre speed increased to 1.8 (1.34). NOTE: This should allow jamming units to keep up with radar units, and other units in general, more effectively. Core Wolverine turnrate decreased to 325 (385) and brakerate increased to 0.041 (0.03). Arm Bulldog weapon [ARM_BULL] weaponvelocity reduced to 280 (320). Core Goliath weapon [ARM_BULL] weaponvelocity reduced to 260 (320). Arm and Core Deep Core Moho Mine metal cost increased to 2728 (1364), energy cost increased to 30008 (15004), build time increased to 41438 (20719), and energy use increased to 1000 (600). Core Exploiter weapon [EXPLOITER_LASER] weaponvelocity increased to 1000 (700). NOTE: This change will help prevent the Exploiter's laser from hitting Dragon's Teeth built right next to it when shooting at enemies. I hope in the future to replace this with a change to the Exploiter model that will allow the laser to sit higher, and thus shoot over the Dragon's Teeth like other laser towers (Right now it's low enough to the ground that it often hits them instead, as it has to try and shoot between them). Arm Crusader weapon [ARM_ROY] (in)accuracy increased to 500 (0). Core Enforcer weapon [CORE_ROY] (in)accuracy increased to 550 (0). Arm PACKO and Core SAM weapon [GA2] reload increased to 2.14 (1.1) and damage increased to 321 (165). Arm Nano Platform metal cost reduced to 50 (100), energy cost reduced to 619 (1238), build time reduced to 844 (1688), and armor reduced to 400 (800). Arm Nano Turret metal cost reduced to 230 (250), and energy cost increased to 2023 (1950). Core Nano Platform metal cost reduced to 50 (100), energy cost reduced to 619 (1238), build time reduced to 844 (1688), and armor reduced to 400 (800). Core Nano Turret metal cost reduced to 230 (250), and energy cost increased to 2023 (1950). ***Total Annihilation: Twilight v1.6*** December 28th, 2008 DONE: NOTE: This is the final version of v1.6 and therefore supersedes all of the v1.6 BETAs (1-10). Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.6" instead of "Total Annihilation: Twilight v1.5a". Changed the version number in the upper left of the Battle Room so that it displays "TA:T v1.6" instead of "TA:T v1.5a". Arm AI only Construction Aircraft removed. Core AI only Construction Aircraft removed. Arm AI only Advanced Aircraft Plant removed. Core AI only Advanced Aircraft Plant removed. Arm AI only Advanced Vehicle Plant removed. Core AI only Advanced Vehicle Plant removed. Arm AI only Experimental Gantry removed. Core AI only Experimental Gantry removed. NOTE: I'm trying to mostly do away with the AI only units unless they are very useful to the AI. For example, the AI only metal extractors are very useful for helping the AI to overcome its own poor resource management by providing extra energy and metal, and the AI only nuke silos are necessary since the AI can't use normal nuke silos. But the above listed AI only advanced factories and gantries were just cheaper, and the AI should have plenty of metal by the time it's trying to put up advanced factories. That's something it shouldn't need help with, and it should build them for the same metal and energy cost as the player does. The AI only Construction Aircraft were also removed, as the AI should be able to expand well enough without them, just using the normal Construction Aircraft. Besides, the AI only ones were a bit silly, costing less than 30 metal each, having more than double the normal armor, and being faster as well! That having been said, it's possible that this will affect the AI in a bad way, playability wise, so keep an eye on things, but overall, I think having the AI play on the same terms as the player, as much as possible, is usually better, and feels less "cheap". He gets more resources to work with, but there's no need to make getting advanced factories much easier than it is for the player. On an additional note, the Arm AI only Experimental Gantry unit was named ARMSHLT, and the player one was named ARMSHLTX (I mean in the game data files, such as armshltx.fbi, and so forth). I switched the names, so that the "original" name without the X was the player one, and then removed the AI only one. The other good news about removing the above listed AI units is that it frees up 8 slots for more types of units! ***NEW UNIT*** Deep Core Moho Mine added for both Arm and Core to Advanced Construction KBot, Vehicle, and Submarine build menus. ***NEW UNIT*** Micro Fusion added for both Arm and Core to Advanced Construction KBot and Vehicle build menus. Micro Fusions, Deep Core Moho Mines, Advanced Fusion Reactors, and Experimental Gantries have been added to the Arm and Core Advanced Construction Aircraft build menus. Now Arm and Core Advanced Contruction KBots can build Advanced Fusions, and Arm and Core Advanced Construction Vehicles can build Experimental Gantries. ***NEW UNIT*** AMAT (Advanced Multi Air Transport) now buildable by both sides in their respective Advanced Air Plants. NOTE: Hit the stop button to land and load up to 10 surrounding units, and then attack a spot to unload. ***NEW UNIT*** Stargate added for both Arm and Core to Advanced Construction KBot and Vehicle build menus. Deep Core Moho Mines, Micro Fusions, and AMATs have been added to the special damage list for the anti-mine rocket, so they take 0 damage, like all other units. AMATs have been added to the special damage list for all anti-air weapons that use special damages. NOTE: Most anti-air weapons are set to do 0 default damage,and then use special damages to damage aircraft. It's set this way so that anti-air missiles that miss won't land somewhere else and blow things up. Arm and Core Deep Core Moho Mine, AMAT, and Micro Fusion have all been made available in the single player campaign missions. Arm and Core Deep Core Moho Mine and Micro Fusion have been added to all AI profiles. The Arm Courier and Core Emissary can no longer pick up enemy units (Including enemy Commanders). NOTE: Almost all advanced units and buildings have had their energy costs doubled. This is to help offset the much more powerful advanced units and economy with a need for a heavier investment in energy infrastructure. Arm Advanced Construction Sub energy cost increased to 17674 (8837). Arm Abel energy cost increased to 45000 (22500). Arm Archer energy cost increased to 25404 (12702). Arm Millennium energy cost increased to 60466 (30233). Arm Atlantis energy cost increased to 143654 (71827). Arm Colossus energy cost increased to 22500 (94453). Arm Conqueror energy cost increased to 19786 (9893). Arm Ranger energy cost increased to 18960 (9480). Arm Death Cavalry energy cost increased to 52544 (26272). Arm Fibber energy cost increased to 13794 (6897). Arm Escort energy cost increased to 5828 (2914). Arm Piranha energy cost increased to 23580 (11790). Arm Sea Serpent energy cost increased to 89910 (44955). Arm Viking energy cost increased to 9180 (4590). Core Advanced Construction Sub energy cost increased to 18472 (9236). Core Caine energy cost increased to 47564 (23782). Core Shredder energy cost increased to 26258 (13129). Core Warlord energy cost increased to 63060 (31530). Core Zulu energy cost increased to 278106 (139053). Core Hive energy cost increased to 206586 (103293). Core Executioner energy cost increased to 20910 (10455). Core Messenger energy cost increased to 19500 (9750). Core Grim Reaper energy cost increased to 55288 (27644). Core Nautilus energy cost increased to 24812 (12406). Core Phantom energy cost increased to 6412 (3206). Core Shark energy cost increased to 23962 (11981). Core Leviathan energy cost increased to 93532 (46766). Core Cronus energy cost increased to 9856 (4928). Arm Advanced Construction Vehicle energy cost increased to 17584 (8792). Arm Hermes energy cost increased to 14426 (7213). Arm Bulldog energy cost increased to 19554 (9777). Arm Triton energy cost increased to 12756 (6378). Arm Jammer energy cost increased to 3242 (1621). Arm Panther energy cost increased to 4148 (2074). Arm Penetrator energy cost increased to 18462 (9231). Arm Luger energy cost increased to 5110 (2555). Arm MERL energy cost increased to 9938 (4969). Arm Scarab energy cost increased to 176000 (88000). Arm MRU energy cost increased to 77361 (30104). Arm Seer energy cost increased to 3882 (1941). Arm Recluse energy cost increased to 6110 (3055). Arm Gremlin energy cost increased to 7996 (3998). Arm Phalanx energy cost increased to 11740 (5870). Arm Consul energy cost increased to 4526 (2263). Arm Demolisher energy cost increased to 16576 (8288). Arm Mumbo energy cost increased to 8052 (4026). Core Advanced Construction Vehicle energy cost increased to 18626 (9313). Core Goliath energy cost increased to 20090 (10045). Core Poison Arrow energy cost increased to 19320 (9660). Core Deleter energy cost increased to 3514 (1757). Core Croc energy cost increased to 6468 (3234). Core Pillager energy cost increased to 5612 (2806). Core Diplomat energy cost increased to 10582 (5291). Core Hedgehog energy cost increased to 184642 (92321). Core MRU energy cost increased to 76286 (30388). Core Informant energy cost increased to 4018 (2009). Core Tremor energy cost increased to 18772 (9386). Core Banisher energy cost increased to 28104 (14052). Core Copperhead energy cost increased to 12258 (6129). Core Intruder energy cost increased to 23800 (11900). Core Termite energy cost increased to 13068 (6534). Core Reaper energy cost increased to 8906 (4453). Arm Advanced Construction KBot energy cost increased to 7344 (3672). Arm Pelican energy cost increased to 4760 (2380). Arm Eraser energy cost increased to 2652 (1326). Arm Decoy Commander energy cost increased to 14008 (7004). Arm FARK energy cost increased to 5936 (2968). Arm Zipper energy cost increased to 2740 (1370). Arm Fatboy energy cost increased to 14532 (7266). Arm Fido energy cost increased to 4916 (2458). Arm Marky energy cost increased to 2304 (1152). Arm Maverick energy cost increased to 19294 (9647). Arm Rector energy cost increased to 45102 (22551). Arm Sharpshooter energy cost increased to 26534 (13267). Arm Spider energy cost increased to 5010 (2505). Arm Infiltrator energy cost increased to 33042 (16521). Arm Tick energy cost increased to 19884 (9942). Arm Zeus energy cost increased to 9482 (4741). Arm Marauder energy cost increased to 19934 (9967). Arm Invader energy cost increased to 10500 (5250). Arm Pompom energy cost increased to 3982 (1991). Core Advanced Construction KBot energy cost increased to 7800 (3900). Core Gimp energy cost increased to 10092 (5046). Core Spectre energy cost increased to 2906 (1453). Core Decoy Commander energy cost increased to 13748 (6874). Core Freaker energy cost increased to 3744 (1872). Core Pyro energy cost increased to 2828 (1414). Core Morty energy cost increased to 3334 (1667). Core Dominator energy cost increased to 4660 (2330). Core Voyeur energy cost increased to 2566 (1283). Core Sumo energy cost increased to 27146 (13573). Core Necro energy cost increased to 40860 (20430). Core Commando energy cost increased to 24794 (12397). Core Parasite energy cost increased to 36346 (18173). Core Can energy cost increased to 10178 (5089). Core Shiva energy cost increased to 20328 (10164). Core Roach energy cost increased to 10942 (5471). Core Skuttle energy cost increased to 54940 (27470). Core Aries energy cost increased to 4174 (2087). Arm Advanced Construction Aircraft energy cost increased to 16726 (8363). Arm Hawk energy cost increased to 4274 (2137). Arm Brawler energy cost increased to 9508 (4754). Arm Phoenix energy cost increased to 15422 (7711). Arm Lancet energy cost increased to 9414 (4707). Arm Eagle energy cost increased to 16124 (8062). Arm Blade energy cost increased to 28950 (14475). Arm Stiletto energy cost increased to 32732 (16366). Arm Dragonfly energy cost increased to 21312 (10656). Arm Liche energy cost increased to 229622 (114811). Core Advanced Construction Aircraft energy cost increased to 17580 (8790). Core Vamp energy cost increased to 4404 (2202). Core Rapier energy cost increased to 10194 (5097). Core Hurricane energy cost increased to 16214 (8107). Core Titan energy cost increased to 9886 (4943). Core Vulture energy cost increased to 16514 (8257). Core Blackdawn energy cost increased to 30930 (15465). Core Krow energy cost increased to 243282 (121641). Core Seahook energy cost increased to 22072 (11036). Arm Construction Seaplane energy cost increased to 15206 (7603). Arm Tornado energy cost increased to 3872 (1936). Arm Seahawk energy cost increased to 17248 (8624). Arm Albatross energy cost increased to 9254 (4627). Arm Saber energy cost increased to 8652 (4326). Arm Tsunami energy cost increased to 14020 (7010). Core Construction Seaplane energy cost increased to 15984 (7992). Core Voodoo energy cost increased to 4004 (2002). Core Hunter energy cost increased to 16842 (8421). Core Typhoon energy cost increased to 9928 (4964). Core Cutlass energy cost increased to 9262 (4631). Core Maelstrom energy cost increased to 14730 (7365). Arm Razorback energy cost increased to 69318 (34659). Arm Vanguard energy cost increased to 95584 (47792). Arm Bantha energy cost increased to 287958 (143979). Arm Requiter energy cost increased to 39888 (19944). Arm Avatar energy cost increased to 64176 (32088). Arm Orcone energy cost increased to 1622718 (811359). Core Karganeth energy cost increased to 71960 (35980). Core Krogtaar energy cost increased to 146408 (73204). Core Juggernaut energy cost increased to 103272 (103272). Core Gargoyle energy cost increased to 106496 (53248). Core Precluder energy cost increased to 40926 (20463). Core Mauler energy cost increased to 66298 (33149). Core Krogoth energy cost increased to 1847400 (923700). Arm Fortification Wall Post energy cost increased to 660 (330). Arm Fortification Wall (Horizontal and Vertical) energy cost increased to 1980 (990). Arm Fortification Gate (Horizontal and Vertical) energy cost increased to 7920 (3960). Arm Fortification Wall HLT Post energy cost increased to 14026 (7013) Arm Ambusher energy cost increased to 34650 (17325). Arm Pit Bull energy cost reduced to 6634 (3317). Juno energy cost increased to 63600 (31800). Arm Moho Geothermal Powerplant energy cost increased to 68038 (34019). Arm Protector energy cost increased to 118878 (59439). Arm Annihilator energy cost increased to 72930 (36465). Arm Advanced Radar Tower energy cost increased to 7500 (3750). Arm Advanced Sonar Station energy cost increased to 5630 (2815). Arm Veil energy cost increased to 7434 (3717). Arm Hyper Radar Tower energy cost increased to 37500 (18750). Arm Air Repair Pad energy cost increased to 13080 (6540). Arm E/W and N/S Fortress Wall energy cost increased to 22088 (11044). Arm Big Bertha energy cost increased to 121360 (60680). Arm Vulcan energy cost increased to 1125176 (562588). Arm Decoy Fusion Reactor energy cost increased to 4950 (2475). Arm Detonator energy cost increased to 148598 (74299). Arm Flakker energy cost increased to 8564 (4282). Arm Prude energy cost increased to 108858 (54429). Arm Metal Generator energy cost increased to 33912 (16956). Arm Moho Metal Maker energy cost increased to 9894 (4947). Arm Moho Mine energy cost increased to 6600 (3300). Arm Retaliator energy cost increased to 185748 (92874). Arm AI Nuke Silo set to Retaliator costs. Arm Targeting Facility energy cost increased to 166430 (83215). Arm Adv. Submersible Energy Storage energy cost increased to 17932 (8966). Arm Adv. Submersible Metal Storage energy cost increased to 7030 (3515). Arm Mercury energy cost increased to 31900 (15950). Arm Moray energy cost increased to 26532 (13266). Arm Floating Targeting Facility energy cost increased to 166430 (83215). Arm Flakker NS energy cost increased to 5446 (2723). Arm Underwater Moho Mine energy cost increased to 14520 (7260). Arm Underwater Moho Metal Maker energy cost increased to 19788 (9894). Core Fortification Wall Post energy cost increased to 726 (363). Core Fortification Wall (Horizontal and Vertical) energy cost increased to 2178 (1089). Core Fortification Gate (Horizontal and Vertical) energy cost increased to 8712 (4356). Core Fortification Wall HLT Post energy cost increased to 14602 (7301). Core Viper energy cost reduced to 7062 (3531). Core Moho Geothermal Powerplant energy cost increased to 69488 (34744). Core Firestorm energy cost increased to 27500 (13750). Core Advanced Radar Tower energy cost increased to 8000 (4000). Core Advanced Sonar Station energy cost increased to 6000 (3000). Core Air Repair Pad energy cost increased to 13264 (6632). Core Behemoth energy cost increased to 111180 (55590). Core Intimidator energy cost increased to 125040 (62520). Core Buzzsaw energy cost increased to 1163900 (581950). Core Doomsday Machine energy cost increased to 84370 (42185). Core E/W and N/S Fortress Wall energy cost increased to 23794 (11897). Core Hyper Radar Tower energy cost increased to 40000 (20000). Core Cobra energy cost increased to 9736 (4868). Core Fortitude energy cost reduced to 121926 (60963). Core Moho Exploiter energy cost increased to 25244 (12622). Core Metal Generator energy cost increased to 34580 (17290). Core Moho Metal Maker energy cost increased to 9582 (4791). Core Moho Mine energy cost increased to 6732 (3366). Core Shroud energy cost increased to 7930 (3965). Core Silencer energy cost increased to 190510 (95255). Core AI Nuke Silo set to Silencer costs. Core Targeting Facility energy cost increased to 164802 (82401). Core Floating Targeting Facility energy cost increased to 164802 (82401). Core Toaster energy cost increased to 36466 (18233). Core Catalyst energy cost increased to 152408 (76204). Core Adv. Submersible Energy Storage energy cost increased to 9303 (9303). Core Adv. Submersible Metal Storage energy cost increased to 7376 (3688). Core Screamer energy cost increased to 32340 (16170). Core Lamprey energy cost increased to 27456 (13728). Core Cobra NS energy cost increased to 6418 (3209). Core Underwater Moho Mine energy cost increased to 14806 (7403). Core Underwater Moho Metal Maker energy cost increased to 19164 (9582). Arm Moho Mine energy use increased to 100 (37.5). Core Moho Mine energy use increased to 100 (37.5). Arm Underwater Moho Mine energy use increased to 67 (25). Core Underwater Moho Mine energy use increased to 67 (25). NOTE: This means that the immediate advantage of using a Moho Mine to produce three times as much metal comes with the cost of heavier energy use to do so. Level 1 Metal Extractors only produce 1/3 as much metal, but are substantially cheaper to maintain, energy wise. Arm Twilight metal cost reduced to 188 (250), energy cost reduced to 1547 (2063), buildtime reduced to 2813 (3750), armor reduced to 126 (1100) (While armored up: 754 (Previously it was always armored)), and damage modifier set to 0.167 (Previously none). Arm Twilight energy use increased to 17 (12.5) and stationary cloaking cost decreased to 17 (12.5). Arm Twilight extraction rate increased to 0.001 (0.0009). Core Exploiter metal cost reduced to 205 (273), energy cost reduced to 1689 (2252), buildtime reduced to 3150 (4200), armor reduced to 226 (558) (While armored up: 904 (1860)), and damage modifier reduced to 0.25 (0.3). NOTE: This brings the level 1 Exploiter closer to the ratio of armor to firepower that the Moho Exploiter has. Core Exploiter energy use increased to 25 (12.5). Core Exploiter weapon changed to [EXPLOITER_LASER] ([CORFAST_WEAPON]). Core Exploiter weapon [EXPLOITER_LASER] damage increased to 76 (60), reload increased to 0.408 (0.4), energy per shot increased to 25 (20), and weaponvelocity decreased to 700 (1000). NOTE: The change to (or addition of, in the case of the Twilight) the damage modifier will mean that the Exploiter, Moho Exploiter, and Twilight regenerate more quickly than before. This will allow them to resist single units or small groups for longer, while not making much difference when being attacked by a larger group. Core Exploiter extraction rate increased to 0.001 (0.0009). Core Exploiter time taken to armor up and be ready to fire reduced from 5 seconds to about 2.5. Core Moho Exploiter energy use increased to 125 (37.5). Core Moho Exploiter armor decreased to 2006 (2407) (While armored up: 8024 (8023)) and damage modifier reduced to 0.167 (0.3). Core Moho Exploiter extraction rate increased to 0.003 (0.00225). NOTE: Previously, the Twilight extracted metal at 90% of the regular Metal Extractor rate, the Exploiter extracted metal at 90% of the regular Metal Extractor rate, but the Moho Exploiter only extracted at 75% the rate of a regular Moho Mine. Now Twilights and Exploiters and Moho Exploiters have had their extraction rates increased to the same as a regular metal extractor of that level, so a Twilight will bring in the same metal that a normal metal extractor would, an Exploiter will bring in the same metal that a normal metal extractor would, and a Moho Exploiter will bring in the same metal that a normal Moho Mine would. Arm Jeffy metal cost increased to 48 (35), energy cost increased to 679 (330), buildtime increased to 617 (450), armor decreased to 205 (223), speed reduced to 3.96 (4.6), turn rate decreased to 445 (550), brakerate decreased to 0.025 (0.030), and acceleration decreased to 0.025 (0.030). Arm Jeffy weapon [ARM_LASER] reload decreased to 0.533 (0.58), range decreased to 180 (210), and damage increased to 16 (14). Core Weasel metal cost increased to 50 (38), energy cost increased to 707 (358), buildtime increased to 659 (501), armor decreased to 233 (266), speed reduced to 3.6 (4.2), turn rate decreased to 405 (500), brakerate decreased to 0.0225 (0.0275), and acceleration decreased to 0.0225 (0.0275). Core Weasel weapon [CORE_LASER] reload decreased to 0.578 (0.62), range decreased to 180 (210) and damage increased to 18 (16). Arm Flea energy cost increased to 190 (127) and line of sight increased to 425 (290). Arm Flea weapon [FLEA_LASER] reload decreased to 0.432 (0.5) and damage decreased to 8 (12). Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] reload increased to 0.93 (0.62), damage increased to 78 (52), and energy per shot increased to 14 (3). All weapons with special reduced damages against Core Exploiters and Moho Exploiters have had the special damages removed (They now do default damage): Arm Banshee weapon [MED_EMG] damage to Exploiters and Moho Exploiters set to default of 8 (4). Core Venom weapon [VENOM_LASER] damage to Exploiters and Moho Exploiters set to default of 42 (21). Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] damage to Exploiters and Moho Exploiters set to default of 78 (9). Arm Jeffy weapon [ARM_LASER] damage to Exploiters and Moho Exploiters set to default of 12 (2). Arm Zipper weapon [ARM_FAST] damage to Exploiters and Moho Exploiters set to default of 33 (7). Core Instigator weapon [GATOR_LASER] damage to Exploiters and Moho Exploiters set to default of 51 (17 and 29, respectively). Core A.K. weapon [AK_LASER] damage to Exploiters and Moho Exploiters set to default of 26 (8 and 14, respectively). Core Weasel weapon [CORE_LASER] damage to Exploiters and Moho Exploiters set to default of 14 (3). Arm Skeeter and Core Searcher weapon [ARMPT_LASER] damage to Exploiters and Moho Exploiters set to default of 39 (8). Arm Flash weapon [EMG] damage to Exploiters and Moho Exploiters set to default of 6 (2 and 4, respectively). Arm Flash weapon [EMG] damage increased to 12 (6), reload increased to 0.493 (0.25), and burstrate increased to 0.15 (0.08). Arm Peewee weapon [PEEWEE_EMG] damage to Exploiters and Moho Exploiters set to default of 4 (2 and 3, respectively). Arm Peewee weapon [PEEWEE_EMG] damage increased to 8 (4), reload increased to 0.5 (0.25), and burstrate increased to 0.12 (0.08). NOTE: Due to a rounding error on the special damages in version 1.5a (0.9 damage is rounded down by the TA engine to 0, not up to 1 as I thought it would be), Arm Flashes and Peewees did 0 damage to Core Exploiters, and Peewees did 0 damage to Core Moho Exploiters. All special damages to Exploiters and Moho Exploiters have been removed, but in any case, this bug was also fixed. Sorry about that, Arm players! NOTE: This new reload time for EMG should still give the "rapid fire/machine gun" effect, but make units less likely to seize up and freeze when taking fire from multiple EMG units (Such as Instigators or Levelers freezing and not firing, even when manually ordered to). NOTE: Previously, (in the later v1.6 Betas) the mixture of the damage reduction from veteran status combined with the damage modifier when the Exploiter or Moho Exploiter were armored meant that some low-damage-per-individual-shot weapons such as the Peewee and Banshee were being reduced down to 0.9 damage or so, which the TA engine rounds down to 0, meaning they did 0 damage, even with the changes mentioned above. The damage modifier has been adjusted so that even a 25 kill veteran armored up Exploiter or Moho Exploiter will still take damage from Peewees or Banshees, although not very much. Arm Flea weapon [FLEA_LASER] damage to Exploiters and Moho Exploiters set to default of 6 (2). Arm Mumbo turn rate increased to 251 (225). Core Reaper turn rate increased to 228 (210). Arm Bulldog brake rate decreased to 0.014 (0.04) and turn rate increased to 216 (170). Core Goliath brake rate decreased to 0.015 (0.03) and turn rate increased to 196 (159). Core Banisher turn rate increased to 196 (154). Arm Demolisher armor decreased to 5594 (7734), speed increased to 2.38 (1.78), turn rate increased to 216 (178), and acceleration decreased to 0.011 (0.017). Arm Demolisher weapon [ARM_HLIGHTNING] reload increased to 2.5 (2.0), damage increased to 1065 (824), and energy per shot increased to 407 (60). Arm Triton turn rate increased to 245 (231). Core Poison Arrow turn rate increased to 239 (238). Core Krow speed decreased to 4.0 (4.5). Arm and Core Advanced Fortification Turrets worker time increased to 450 (300). Arm Crusader weapon [ARM_ROY] reload increased to 5.0 (2.45) and damage increased to 612 (300). Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] reload increased to 3.28 (3.0), range increased to 310 (300), and special damages to all submersible units (Sub and amphibious units) increased to 455 (430) (Non-submersible units take half damage). Core Enforcer weapon [CORE_ROY] reload increased to 5.36 (2.6) and damage increased to 689 (334). NOTE: The destroyers' cannon damages have been lowered somewhat to increase the damage and range of the depthcharges. Destroyers should still be reasonably good at artillery-like bombardment of defenses and shorelines, but will hopefully be more effective in their anti-submarine role now. Arm Crusader and Bear and Core Enforcer and Turtle weapon [CORFAST_WEAPON] reload increased to 0.8 (0.4), damage increased to 120 (60), and energy per shot increased to 40 (20). Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] reload increased to 1.805 (1.2) and damage increased to 173 (115). Arm Jethro armor increased to 161 (90). Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage decreased to 25 (45). Core Crasher armor increased to 186 (104). Arm Samson armor increased to 504 (318). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] damage decreased to 41 (65). Core Slasher armor increased to 576 (363). Arm Swatter armor increased to 699 (446). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] damage decreased to 71 (112). Core Slinger armor increased to 816 (517). Arm Skeeter and Core Searcher weapon changed to [PT_MISSILE] ([ARMKBOT_MISSILE]). Arm Skeeter and Core Searcher weapon [PT_MISSILE] damage decreased to 29 (45), range increased to 700 (485), and reload increased to 1.0 (0.8). Core Searcher armor decreased to 475 (554). Arm Bee armor increased to 102 (50). [BIG_UNITEX] weapon special damages to the Arm Freedom Fighter, Hawk, and Tornado, and Core Avenger, Vamp, and Voodoo, have been removed, so they now take the default damage of 50 (20). [SMALL_UNITEX] weapon special damages to the Arm Freedom Fighter, and Core Avenger, have been removed, so they now take the default damage of 20 (50). NOTE: The destroyed explosion for fighters was causing less than the default damage for advanced fighters and more than the default damage for level 1 fighters. The extra damage was specifically a problem with level 1 fighters, since they were causing them to easily blow up in a group, once more than a few had exploded. This should help level 1 fighters to not "chain-react/clump explode" as much as before. NOTE: All artillery units have had their reload increased along with their damage (So the damage per second remains the same), to more accurately reflect their role as artillery. This will help them to hit harder with their first salvo, but also make them less useful against skirimish units at closer range. Arm Hammer and Core Thud weapon [ARM_HAM] reload increased to 3.125 (1.75) and damage increased to 134 (75). Arm Shellshocker weapon [TAWF113_weapon] reload increased to 5.0 (2.8) and damage increased to 236 (132). Core Wolverine weapon [CORWOLV_GUN] reload increased to 5.36 (3.0) and damage increased to 268 (150). Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] reload increased to 5.93 (3.35) and damage increased to 487 (275). Arm Wombat weapon [ARMMH_WEAPON] reload increased to 11.25 (6.3) and damage increased to 1339 (750). Core Nixer weapon [CORMH_WEAPON] reload increased to 11.25 (6.3) and damage increased to 1466 (821). Arm Luger weapon [ARM_ARTILLERY] reload increased to 6.25 (3.5) and damage increased to 748 (419). Core Pillager weapon [CORE_ARTILLERY] reload increased to 7.33 (4.1) and damage increased to 921 (515). Arm MERL weapon [ARMTRUCK_ROCKET] reload increased to 13.4 (7.5) and damage increased to 2948 (1650). Core Diplomat weapon [CORTRUCK_ROCKET] reload increased to 14.37 (7.5) and damage increased to 3305 (1725). Core Morty weapon [CORE_MORT] reload increased to 4.54 (2.54) and damage increased to 551 (308). Core Dominator weapon [CORHRK_ROCKET] reload increased to 9.1 (4.75) and damage increased to 2958 (1544). Core Tremor weapon [TREM1] reload increased to 1.5 (0.75) and damage increased to 600 (300). Arm Ranger weapon [ARMMSHIP_ROCKET] reload increased to 19.65 (11) and damage increased to 5495 (3076). Core Messenger weapon [CORMSHIP_ROCKET] reload increased to 21.07 (13) and damage increased to 6321 (3900). NOTE: Most advanced unit weapons have had their reload increased along with their damage (So the damage per second remains the same), to reflect that they are mostly using bigger, heavier, more damaging weapons, which are also slower to reload. This means that while very powerful, advanced unit weapons will not do as well against more lighter and more numerous level 1 units, since they will often end up wasting a high damage shot on a relatively weak unit. This should help level 1 units continue to have a role throughout the game, even after advanced technology becomes available. Arm Anaconda and Core Snapper weapon [ARMANAC_WEAPON] reload increased to 1.75 (1.2) and damage increased to 334 (229). Core Clasher and Termite weapon [CORE_TERMITE_LASER] reload increased to 2.1 (1.4), damage increased to 1020 (680), and energy per shot increased to 270 (35). Arm Pelican weapon [ARMAMPH_WEAPON1] reload increased to 1.27 (0.8), damage increased to 246 (155), and energy per shot increased to 65 (8). Arm Zipper weapon [ARM_FAST] reload increased to 0.975 (0.65) and damage increased to 33 (22). Arm Marauder weapon [ARMMECH_CANNON] reload increased to 1.66 (0.83) and damage increased to 1090 (545). Arm Zeus weapon [LIGHTNING] reload increased to 1.65 (1.1), damage increased to 966 (644), and energy per shot increased to 256 (50). Core Gimp weapon [CORAMPH_WEAPON2] reload increased to 1.4 (0.7), damage increased to 496 (248), and energy per shot increased to 131 (35). Core Can weapon [CORE_CANLASER] range increased to 360 (340), reload increased to 1.4 (0.7), damage increased to 912 (483), and energy per shot increased to 241 (75). Core Pyro weapon [FLAMETHROWER] reload increased to 1.034 (0.827), damage increased to 15 (12), and special damages increased accordingly. Core Sumo, Moho Exploiter, Doomsday Machine, and Gargoyle weapon [CORSUMO_WEAPON] reload increased to 1.0 (0.5), damage increased to 594 (297), and energy per shot increased to 295 (105). Core Shiva and Poison Arrow weapon [CORE_PARROW] reload increased to 2.34 (1.56) and damage increased to 840 (560). Arm Pompom and Core Aries weapon [ARMFLAKLASER] reload increased to 0.525 (0.35), damage increased to 132 (88), and energy per shot increased to 68 (0). Core Banisher is no longer stealth and can no longer cloak. Core Banisher weapon [TAWF_BANISHER] reload increased to 7.5 (5.25), damage increased to 4179 (2925), special damages adjusted accordingly, and energy per shot decreased to 0 (1193) Core Croc weapon [CORE_MEDIUMCANNON] reload increased to 1.725 (1.15) and damage increased to 302 (201). Core Goliath armor decreased to 7468 (7500). Core Goliath weapon [COR_GOL] reload increased to 2.8 (1.87) and damage increased to 1462 (972). Arm Bulldog armor decreased to 6603 (6625). Arm Bulldog weapon [ARM_BULL] reload increased to 2.55 (1.7) and damage increased to 1402 (932). Arm Hermes metal cost increased to 765 (510), energy cost increased to 7213 (4809), buildtime increase to 9836 (6557), and armor increased to 3708 (2434). Arm Hermes weapon [HERMES] reload increased to 0.883 (0.3) and damage increased to 300 (69). Arm Triton weapon [ARM_MEDIUMCANNON] reload increased to 2.01 (1.34) and damage increased to 635 (423). Arm Panther weapon [ARMLATNK_WEAPON] reload increased to 1.5 (0.75) and damage increased to 174 (87), and energy per shot increased to 46 (5). Arm Penetrator and Bantha weapon [ARMMANNI_WEAPON] reload increased to 7.875 (5.25), damage increased to 4500 (3000), energy per shot increased to 3309 (1379), and special damages adjusted accordingly. Arm Recluse weapon [ADV_ROCKET] reload increased to 6.0 (3) and damage increased to 344 (172). Arm Recluse weapon [ARMST_GAUSS] reload increased to 1.4 (0.7) and damage increased to 140 (70). Arm Mumbo weapon [TAWF003_weapon] range decreased to 360 (385), reload increased to 0.3 (0.15), damage increased to 90 (42), and energy per shot increased to 24 (8). Core Krogtaar weapon [COR_TAAR_RC] has SoundWater=towaterex; added. Arm Banshee weapon [MED_EMG] turnrate increased to 7500 (5000). Arm Brawler weapon [VTOL_EMG] turnrate increased to 7500 (5000). Arm Blade and Core Blackdawn weapon [Vtol_Sabot] reload increased to 3.6 (1.8) and damage increased to 1952 (976). Special increased damages on fighter weapons against Arm and Core Bombers, Advanced Bombers, Seaplane Bombers, Torpedo Bombers, and Seaplane Torpedo Bombers have been removed (Previously, they did 50% more damage than they did to other non-bomber/torpedo bomber aircraft. They now do the same damage as to all other aircraft): Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] special damage to Arm Thunder and Core Shadow set to default damage of 37 (56). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] special damage to Arm Thunder and Core Shadow set to default damage of 25 (63). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] special damage to Arm Thunder, Phoenix, Tsunami, Lancet and Albatross and Core Shadow, Hurricane, Maelstrom, Titan, and Typhoon set to 121 (182). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] special damage to Arm Thunder, Phoenix, Tsunami, Lancet and Albatross and Core Shadow, Hurricane, Maelstrom, Titan, and Typhoon set to 900 (1350). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload increased to 1.29 (0.55), damage increased to 47 (20), special damages to all aircraft increased to 284 (121). Core Rapier weapon [VTOL_ROCKET] reload increased to 1.995 (1.33) and damage increased to 381 (254). Core Krow weapon [KROWLASER2] reload increased to 2.1 (1.05), damage increased to 1566 (783), and energy per shot increased to 704 (245). Core Krow weapon [KROWLASER] reload increased to 1.0 (0.5), damage increased to 686 (343), and energy per shot increased to 336 (116). Arm Sabre weapon [VTOL_EMG2] reload increased to 1.0 (0.5), damage increased to 178 (89), and energy per shot increased to 79 (25). Core Cutlass weapon [VTOL_ROCKET2] reload increased to 2.4 (1.6) and damage increased to 459 (306). Arm Ambusher weapon [ARMAMB_GUN] reload increased to 6.5 (5.6) and damage increased to 2968 (2557). Core Toaster weapon [CORTOAST_GUN] reload increased to 7.0 (6.0) and damage increased to 3330 (2854). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] energy per shot increased to 6618 (4981). Arm Pit Bull weapon [ARMPB_WEAPON] reload increased to 1.9 (1.5) and damage increased to 832 (657). Core Viper weapon [CORVIPE_LASER] reload increased to 2.1 (1.66) and damage increased to 930 (735). Arm Phalanx and Archer and Core Copperhead and Shredder weapon [ARMYORK_GUN] range decreased to 700 (800), reload increased to 0.9 (0.6), damage increased to 228 (133), and (in)accuracy increased to 1000 (250). Arm Flakker weapon [ARMFLAK_GUN] range decreased to 800 (900), reload increased to 0.675 (0.45), damage increased to 253 (150), and (in)accuracy increased to 1000 (250). Core Cobra weapon [CORFLAK_GUN] range decreased to 830 (930), reload increased to 0.743 (0.495), damage increased to 316 (188), and (in)accuracy increased to 1000 (250). Arm Mercury and Core Screamer weapon [ADVSAM] reload increased to 5.355 (3.57) and damage increased to 1500 (1000). Core Doomsday Machine and Gargoyle weapon [CORE_DOOMSDAY] reload decreased to 5.2 (6.5), damage decreased to 4000 (5000), energy per shot decreased to 2941 (3750), and special damages adjusted accordingly. Core Warlord, Doomsday Machine, and Gargoyle weapon [CORE_BATSLASER] energy per shot increased to 701 (592). Arm Conqueror and Core Executioner and Intruder weapon [ADV_DECKLASER] reload increased to 1.2 (0.75), damage increased to 384 (240), and energy per shot increased to 148 (20). Arm Conqueror weapon [ARM_CRUS] reload increased to 2.622 (1.75) and damage increased to 1200 (801). Core Executioner weapon [COR_CRUS] range increased to 800 (735), reload increased to 2.715 (1.81), damage increased to 1345 (976), and energy per shot increased to 791 (75). Arm Lurker armor reduced to 809 (1370). Core Snake armor reduced to 910 (1524). Arm Lurker and Core Snake weapon [ARM_TORPEDO] reload increased to 3.6 (2.7), damage decreased to 641 (684), startvelocity decreased to 90 (110), and weaponvelocity decreased to 90 (110). Special damages adjusted accordingly. Arm Harpoon armor increased to 2412 (1768). Core Urchin armor increased to 2583 (1893). Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] damage decreased to 913 (1350), reload decreased to 2.4 (2.6), turnrate increased to 6000 (4500), weaponvelocity increased to 180 (150), and startvelocity increased to 180 (150). Arm Piranha armor reduced to 1905 (2940). Core Shark armor reduced to 2165 (3340). Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] reload increased to 5.4 (2.3), damage increased to 2351 (1460), startvelocity decreased to 75 (135), weaponvelocity decreased to 75 (135), and special damages adjusted accordingly. Arm Sea Serpent armor reduced to 7265 (10898). Arm Sea Serpent weapon [TAWF009_WEAPON] reload increased to 4.0 (2.25), damage decreased to 4315 (4791), range increased to 1000 (760), and special damages adjusted accordingly. Core Leviathan armor reduced to 8314 (12471). Core Leviathan weapon [CORSSUB_WEAPON] reload increased to 4.5 (2.5), damage decreased to 4810 (5261), range increased to 1050 (800), and special damages adjusted accordingly. Arm Moray metal cost reduced to 1206 (2381), energy cost reduced to 13266 (39287), buildtime reduced to 18090 (35715), and armor increased to 4824 (4762). Arm Moray weapon [ARMATL_TORPEDO] reload time increased to 5.4 (3.6), damage reduced to 2456 (6084), and special damage to Arm and Core Commander set to 1228 (Previously default). Core Lamprey metal cost reduced to 1248 (2506), energy cost reduced to 13728 (41349), buildtime reduced to 19200 (38554), and armor increased to 5166 (5012). Core Lamprey now uses weapon [ARMATL_TORPEDO] ([CORATL_TORPEDO]). Arm Razorback weapon [MECH_BLAST] reload increased to 1.25 (0.5) and damage increased to 260 (104). Arm Vanguard weapon [SHOCKER] reload increased to 6.0 (4.0) and damage increased to 4500 (3000). Arm Bantha weapon [ARMBANTHA_FIRE] reload increased to 2.1 (1.05) and damage increased to 1470 (735). Core Krogtaar weapon [COR_TAAR_RC] reload increased to 2.0 (1.0) and damage increased to 2116 (1058). Core Juggernaut weapon [JUGGER_FIRE] reload increased to 2.4 (0.9) and damage increased to 1016 (381). Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] reload increased to 5.5 (2.2) and damage increased to 5025 (2010). Arm Orcone and Core Krogoth weapon [KROG_BEAM] reload increased to 7.5 (3), damage increased to 6250 (2500), and energy per shot increased to 7905 (2500). Arm Orcone weapon [ARMORCO_FIRE] reload increased to 2.7 (0.9) and damage increased to 555 (185). Core Krogoth weapon [CORKROG_FIRE] reload increased to 3.5 (1.4) and damage increased to 2072 (829). Arm Big Bertha armor increased to 8368 (3200). Arm Big Bertha weapon [ARM_BERTHACANNON] reload decreased to 9.1 (11.5), damage increased to 5328 (2000), energy per shot increased to 9100 (5000), and (in)accuracy increased to 750 (600). Arm and Core Commanders take half damage of 2664. Core Intimidator armor increased to 8656 (3600). Core Intimidator weapon [CORE_INTIMIDATOR] reload decreased to 10.0 (13.5), damage increased to 5724 (2500), energy per shot increased to 10000 (6000), and (in)accuracy increased to 825 (670). Arm and Core Commanders take half damage of 2862. Arm Avatar metal cost decreased to 2238 (3138), energy cost decreased to 32088 (44992), build time decreased to 31390 (44014), armor increased to 4476 (1500), radar range decreased to 3737 (6900), and soundcategory set to ARM_BRTHA (ARM_TANK). Arm Avatar weapon changed to [MOBILE_LRPC_CANNON] ([ARM_BERTHACANNON]). Arm Avatar and Core Mauler weapon [MOBILE_LRPC_CANNON] damage set to 4143, reload set to 7.1625, energy per shot set to 3000, range set to 3737, and (in)accuracy set to 800. Core Mauler metal cost decreased to 2294 (3246), energy cost decreased to 33149 (46580), build time decreased to 33034 (46742), armor increased to 4588 (1600), radar range decreased to 3737 (7300), and soundcategory set to [COR_INT] ([CORE_TANK]). Core Mauler weapon changed to [MOBILE_LRPC_CANNON] ([CORE_INTIMIDATOR]). NOTE: The radar ranges on the Arm Avatar and Core Mauler are just to give range rings on the minimap showing how far they can shoot, and are not actually active radar, due to the "ActivateWhenBuilt=0;" line. Arm Vulcan weapon [ARMVULC_WEAPON] energy per shot increased to 4000 (2875), edge effectiveness reduced to 0 (0.99), shakemagnitude reduced to 16 (30) and shakeduration reduced to 0.2 (0.4). Core Buzzsaw weapon [CORBUZZ_WEAPON] energy per shot increased to 5000 (3240), edge effectiveness reduced to 0 (0.99), shakemagnitude reduced to 16 (30) and shakeduration reduced to 0.2 (0.4). NOTE: The Big Bertha and Core Intimidator now require larger amounts of energy to fire, requiring some energy infrastructure and storage investment. Arm Fatboy weapon [ARM_FATBOY_NOTALASER] shakemagnitude increased to 8 (4) and shakeduration reduced to 0.2 (1). Arm Warrior weapon [ARMWAR_GAUSS] tolerance increased to 4500 (2000). NOTE: This may help Warriors to fire and hit their targets more frequently, similar to the Core Berserker. Arm Wind Generator energy cost increased to 380 (190). Core Wind Generator energy cost increased to 396 (198). NOTE: This helps to require a little more energy investment for building Wind Generators. Wind Generators are already half the metal cost of a Solar Collector, but before they were 1/4 the energy cost. They are now 1/2 the energy cost of a Solar Collector. Arm Advanced Solar Collector metal cost increased to 544 (483), energy cost increased to 5067 (4752), buildtime increased to 9213 (7245), and armor increased to 1436 (1275). Core Advanced Solar Collector metal cost increased to 529 (470), energy cost increased to 5267 (4938), buildtime increased to 9822 (7231), and armor increased to 1501 (1333). NOTE: This was to help normal Solar Collectors be more competitive with Advanced Solar Collectors. Previously, Advanced Solar Collectors took about 2/3 the metal cost of normal Solar Collectors to provide equivalent energy and took about 2/3 the time to build. There was a 25% higher energy cost, and they have less armor than normal Solar Collectors, but costing less metal and taking less time to build was a very powerful combination. They now cost 3/4 the metal cost of normal Solar Collectors to provide equivalent energy, 33% more energy, and take only about 15% less time to build. Arm Geothermal Powerplant armor decreased to 1040 (2080), energy cost decreased to 12568 (17138), and buildtime increased to 17138 (13078). Core Geothermal Powerplant armor decreased to 1210 (2420). NOTE: This line in the 1.5 changelog: "Arm Geothermal Powerplant build time increased to 17138 (13078)." Was not implemented correctly. Instead, I accidentally did this: "Arm Geothermal Powerplant energy cost increased to 17138 (12568)." The change listed in the changelog was the right change to make, but I didn't make the change correctly, and instead of increasing the buildtime on the Arm Geothermal Powerplant, I increased the energy cost. This meant that compared to the Core Geothermal Powerplant, the Arm one cost 3845 more energy, but it also built about 42% faster (36 to 61 seconds faster, for a single Construction KBot or Vehicle, respectively). Arm Prude armor decreased to 9008 (9239). Arm Moho Geothermal Powerplant metal cost increased to 1275 (1020), energy cost increased to 34019 (27215), buildtime increased to 46390 (37111), armor decreased to 2550 (3240), and energy make increased to 1250 (1000). Core Moho Geothermal Powerplant metal cost increased to 1349 (1079), energy cost increased to 34744 (27795), buildtime increased to 48593 (38874), armor decreased to 2968 (3720), and energy make increased to 1250 (1000). Arm Fusion Reactor metal cost decreased to 3400 (4504), energy cost increased to 56300 (49584), buildtime decreased to 51182 (67615), and armor increased to 3400 (3100). Core Fusion Reactor metal cost decreased to 3307 (4503), energy cost increased to 58523 (50671), buildtime decreased to 54567 (70869), and armor increased to 3638 (3410). Arm Cloakable Fusion Reactor metal cost decreased to 3740 (4954), energy cost increased to 67560 (59501), buildtime decreased to 61418 (81138), and armor increased to 3740 (3200). Core Cloakable Fusion Reactor metal cost decreased to 3638 (4953), energy cost increased to 70227 (60805), buildtime decreased to 65479 (85042), and armor increased to 4002 (3520). Arm AI Cloakable Fusion Reactor metal cost decreased to 3740 (4769), energy cost increased to 67560 (33646), buildtime decreased to 61418 (84389), and armor increased to 3740 (3200). Core AI Cloakable Fusion Reactor metal cost decreased to 3638 (4681), energy cost increased to 70227 (36980), buildtime decreased to 65479 (89499), and armor increased to 4002 (3520). Arm Underwater Fusion Reactor metal cost decreased to 3740 (4954), energy cost increased to 84450 (74376), buildtime decreased to 76773 (101422), and armor increased to 3740 (3000). Core Underwater Fusion Reactor metal cost decreased to 3638 (4953), energy cost increased to 87784 (76007), buildtime decreased to 81850 (106304), and armor increased to 4002 (3300). Arm Advanced Fusion Reactor metal cost decreased to 8500 (10739), energy cost increased to 221106 (172444), buildtime decreased to 201005 (235151), and armor decreased to 8500 (9050). Core Advanced Fusion Reactor metal cost increased to 8267 (11000), energy cost increased to 229833 (173172), buildtime decreased to 214296 (242199), and armor decreased to 9094 (9955). Arm Energy Storage buildtime increased to 6627 (4418). Arm Underwater Energy Storage buildtime increased to 7842 (5228). Core Energy Storage buildtime increased to 6962 (4641). Core Underwater Energy Storage buildtime increased to 7829 (5219). NOTE: Previously the energy storage buildings could be tough to build since they built relatively quickly but also required a lot of energy, so the energy drain was high. This was most noticeable when using Commanders to build them, as was often the case. The costs have not changed, but the energy storages build more slowly now, so the energy drain is at a more normal rate. Arm and Core Underwater Energy Storage energy storage increased to 4500 (4000). NOTE: Underwater Metal Storages stored 50% more metal than normal ones (1500 vs 1000), so I thought the Underwater Energy Storages should match that. NOTE: All Gunship weapon damages and fighter weapon damages (air to ground damages only) reduced by 30%. Baseline range for fighters and gunships has been reduced 20%. Aircraft armor decreased about 33%. This is an experimental change to help reduce the power of aircraft attacking ground. Previously, gunships had about 64% baseline vehicle armor and 71% baseline vehicle firepower. Now they have 50% for both. Bombers previously used the fighter armor baseline, but now use the gunship armor baseline, so even though the baselines have gone down, bomber armor has gone up. Additionally, all aircraft now cost roughly 70% as much energy per metal as vehicles do. Previously it was about 41% more. Arm Construction Aircraft armor reduced to 219 (282) and energy increased to 3332 (2764). Core Construction Aircraft armor reduced to 254 (326) and energy increased to 3499 (2902). Arm Peeper armor increased to 48 (40) and energy increased to 965 (801). Core Fink armor increased to 56 (47) and energy increased to 1029 (854). Arm Thunder armor increased to 263 (225) and energy increased to 2656 (2203). Core Shadow armor increased to 297 (254) and energy increased to 2727 (2262). Arm Atlas armor increased to 800 (438) and energy increased to 1723 (1429). Core Valkyrie armor increased to 946 (518) and energy increased to 1851 (1535). Arm Bee metal cost increased to 75 (50), energy increased to 1811 (1945), build time decreased to 1213 (1570), and armor increased to 119 (102). Core Bladewing metal cost increased to 81 (54), energy decreased to 1955 (2063), build time decreased to 1342 (1707), and armor increased to 65 (50). Core Bladewing weapon [BLADEWING_LYZER] range increased to 465 (330), damage increased to 300 (200), and special reduced damages to Arm Bulldog, Crusader, Conqueror, Colossus, Millennium, and Archer and Core Goliath, Enforcer, Executioner, Hive, Warlord, Shredder, Can, Sumo, and Cutlass (As an aircraft, the Cutlass is immune to paralysis anyway) removed. They now do the default of 300 (120). Arm Advanced Construction Aircraft armor reduced to 439 (565) and energy increased to 20166 (16726). Core Advanced Construction Aircraft armor reduced to 508 (653) and energy increased to 21196 (17580). Arm Phoenix armor increased to 919 (788) and energy increased to 18594 (15422). Core Hurricane armor increased to 1064 (959) and energy increased to 19549 (16214). Arm Eagle armor reduced to 525 (675) and energy increased to 19441 (16124). Core Vulture armor reduced to 592 (761) and energy increased to 19911 (16514). Arm Lancet armor increased to 561 (481) and energy increased to 11351 (9414). Core Titan armor increased to 649 (584) and energy increased to 11920 (9886). Arm Stiletto armor decreased to 974 (1252) and energy increased to 39465 (32732). Core Helios is now known as Cauterizer. Core Cauterizer metal cost increased to 1540 (783), energy cost increased to 87050 (20897), armor increased to 4043 (3524), buildtime increased to 25509 (12970), and attackrunlength increased to 283 (150). Core Cauterizer weapon [INFERNOBOMB] damage increased to 2596 (350), area of effect reduced to 260 (480), explosiongaf changed to shockboom (mineboom), and explosionart changed to shockboom (mineboom). Special reduced damages to all aircraft removed. Arm Dragonfly armor reduced to 2539 (3265) and energy increased to 25695 (21312). Core Seahook armor reduced to 2895 (3722) and energy increased to 31178 (22072). Arm Liche armor increased to 10259 (8793) and energy increased to 276853 (229622). Arm Construction Seaplane armor reduced to 399 (513) and energy increased to 18333 (15206). Core Construction Seaplane armor reduced to 462 (594) and energy increased to 19272 (15984). Arm Tsunami armor reduced to 836 (716) and energy increased to 16904 (14020). Core Maelstrom armor reduced to 966 (871) and energy increased to 17760 (14730). Arm Seahawk armor reduced to 601 (773) and energy increased to 20796 (17248). Core Hunter armor reduced to 672 (864) and energy increased to 20306 (16842). Arm Albatross armor increased to 551 (473) and energy increased to 11158 (9254). Core Typhoon armor increased to 651 (599) and energy increased to 11970 (9928). Arm Freedom Fighter armor reduced to 64 (82) and energy increased to 644 (534). Core Avenger armor reduced to 74 (95) and energy increased to 660 (547). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] reload increased to 3.57 (3.5), damage decreased to 17 (42), and range decreased to 384 (480). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] damage increased to 43 (37), and range decreased to 400 (500). Arm Banshee armor reduced to 347 (446) and energy increased to 1754 (1455). Core Venom armor reduced to 392 (504) and energy increased to 1801 (1494). Arm Banshee weapon [MED_EMG] reload increased to 0.626 (0.44) and range decreased to 320 (400). Core Venom weapon [VENOM_LASER] reload increased to 0.765 (0.75), damage reduced to 30 (42), and range decreased to 320 (400). Arm Hawk armor reduced to 254 (327) and energy increased to 5153 (4274). Core Vamp armor reduced to 299 (384) and energy increased to 5310 (4404). Arm Tornado armor reduced to 231 (297) and energy increased to 4668 (3872). Core Voodoo armor reduced to 271 (349) and energy increased to 4828 (4004). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] damage decreased to 33 (47) and range decreased to 600 (750). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] damage decreased to 105 (150) and range decreased to 400 (500). Arm Brawler armor reduced to 1132 (1456) and energy increased to 11464 (9508). Core Rapier armor reduced to 1337 (1719) and energy increased to 12291 (10194). Arm Brawler weapon [VTOL_EMG] reload decreased to 0.455 (0.47), damage reduced to 19 (28), and range decreased to 480 (600). Core Rapier weapon [VTOL_ROCKET] reload increased to 1.997 (1.995), damage reduced to 267 (381), and range decreased to 480 (600). Arm Blade armor reduced to 3449 (4435) and energy increased to 34905 (28950). Core Blackdawn armor reduced to 4335 (5574) and energy increased to 37292 (30930). Arm Blade and Core BlackDawn weapon [Vtol_Sabot] reload increased to 3.61 (3.6), damage reduced to 1370 (1952), and range decreased to 480 (600). Core Krow armor reduced to 15953 (20511) and energy increased to 293324 (243282). Core Krow weapon [KROWLASER] damage reduced to 384 (686) and energy per shot decreased to 188 (336). Core Krow weapon [KROWLASER2] damage reduced to 877 (1566) and energy per shot decreased to 394 (704). Arm Sabre armor reduced to 1031 (1325) and energy increased to 10431 (8652). Core Cutlass armor reduced to 1215 (1562) and energy increased to 11167 (9262). Arm Sabre weapon [VTOL_EMG2] reload increased to 1.01 (1.0), damage reduced to 126 (178), energy per shot decreased to 44 (79), and range decreased to 480 (600). Core Cutlass weapon [VTOL_ROCKET2] damage reduced to 321 (459) and range decreased to 480 (600). Arm Banshee acceleration decreased to 0.863 (1.15) and cruisealt decreased to 40 (60). Core Venom acceleration decreased to 0.825 (1.1) and cruisealt decreased to 40 (60). Arm Brawler acceleration decreased to 0.638 (0.85) and cruisealt decreased to 60 (100). Core Rapier acceleration decreased to 0.6 (0.8) and cruisealt decreased to 60 (100). Arm Blade cruisealt decreased to 60 (69). Core Blackdawn cruisealt increased to 60 (55). Arm Sabre acceleration decreased to 0.701 (1.1) and cruisealt decreased to 60 (100). Core Cutlass acceleration decreased to 0.66 (0.88) and cruisealt decreased to 60 (80). Arm Lemming metal cost increased to 30 (27), energy cost increased to 1658 (1492), buildtime increased to 1130 (1017), armor increased to 282 (254), and kamikazedistance decreased to 40 (100). Arm Lemming destroyed and self-destruct explosion [ARMLEMM_KILLED] damage increased to 438 (238), special reduced damage to mines removed, and special reduced damage to Arm Lemming increased to 42 (23). NOTE: The decreased kamikaze distance means that the Lemming will attempt to get closer to the target (within 80 distance, instead of 100) before detonating automatically, thus ensuring more damage. Arm Spider armor increased to 555 (226). Arm Spider weapon [ARM_PARALYZER] range increased to 360 (300) and special reduced damages to Arm Bulldog, Crusader, Conqueror, Colossus, and Millennium, and Core Goliath, Enforcer, Executioner, Warlord, Can, and Sumo removed. They now do the default of 400 (120). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] energy per shot increased to 8732 (2500). Core Commando weapon [COMMANDOLAS] reload reduced to 30 (60) and damage decreased to 3000 (4000). Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] range increased to 1000 (800), default damage decreased to 130 (163), and special damages to all submersible units (Sub and amphibious units) decreased to 261 (326). Arm Fortification Wall HLT Post wreckage now reclaimable. Core Fortification Wall HLT Post wreckage now reclaimable. NOTE: Previously, the wreckages were set to be unreclaimable, just like normal fortification walls, so your enemy can't reclaim them to make a hole in your defenses. However, The HLT Posts are worth hundreds of metal, and so are worth being made reclaimable, even it it allows the enemy to potentially try and do it also. Arm Tick self-destruct explosion [CORMINE5] set to [MINE_SABOTAGE]. Arm Nano Turret, Fortification Turret, and Advanced Fortification Turret explosion [NANOBOOM2] special damages to Arm and Core Nano Platforms reduced to default of 10 (850). NOTE: Previously, the special damages ensured that if a nano turret was destroyed, the platform below it was always destroyed with it. Now the platform may sometimes survive to be used again. Arm Nanolathe Platform metal cost reduced to 100 (250), energy cost reduced to 1238 (1375), buildtime reduced to 1688 (3750), and side changed to ARM (BIO). Core Nanolathe Platform metal cost reduced to 100 (250), energy cost reduced to 1238 (1375), buildtime reduced to 1688 (3750), and side changed to CORE (BIO). Arm Nano Turret metal cost increased to 250 (100), energy cost increased to 1950 (1800), and description changed to "Repairs and assists in large radius" ("Repairs and builds in large radius"). Core Nano Turret metal cost increased to 250 (100), energy cost increased to 1950 (1800), and description changed to "Repairs and assists in large radius" ("Repairs and builds in large radius"). Arm Fortification Turret metal cost increased to 480 (330) and energy cost increased to 6000 (5800). Core Fortification Turret metal cost increased to 480 (330) and energy cost increased to 6000 (5800). Arm Advanced Fortification Turret metal cost decreased to 1440 (2500) and energy cost decreased to 18000 (30000). Core Advanced Fortification Turret metal cost decreased to 1440 (2500) and energy cost decreased to 18000 (30000). Explosion [TINY_BUILDINGEX] explosiongaf changed to FX (sexy) and explosionart changed to explode5 (explode4x). Arm Flea, Metal Extractor, Nano Turret, Fortification Turret, and Advanced Fortification Turret, and Core Metal Extractor, Nano Turret, Fortification Turret, and Advanced Fortification Turret explosion [TINY_BUILDINGEX] damage reduced to 5 (10). Arm and Core Wind Generators and Metal Generators explosion [WIND_GEN] default damage reduced to 10 (20). Arm and Core Construction KBot energy make increased to 8 (5), energy use increased to 8 (5), and metal make increased to 0.16 (0.1). Arm and Core Construction Aircraft energy make increased to 8 (5) and energy use increased to 8 (5), and metal make increased to 0.16 (0.1). Arm and Core Construction Vehicle energy make increased to 20 (12.5), energy use increased to 20 (12.5), and metal make increased to 0.4 (0.25). Arm and Core Construction Hovercraft energy make increased to 24 (15) and energy use increased to 24 (15), and metal make increased to 0.48 (0.3). Arm Beaver and Core Muskrat energy make increased to 20 (12.5), energy use increased to 20 (12.5), and metal make increased to 0.4 (0.25). Arm and Core Construction Ship energy make increased to 24.8 (15.5), energy use increased to 24.8 (15.5), and metal make increased to 0.48 (0.3). Arm and Core Construction Advanced KBot energy make increased to 16 (10), energy use increased to 16 (10), and metal make increased to 0.32 (0.2). Arm and Core Construction Advanced Aircraft energy make increased 16 (10), energy use increased to 16 (10), and metal make increased to 0.32 (0.2). Arm and Core Construction Advanced Vehicle energy make increased to 40 (25), energy use increased to 40 (25), and metal make increased to 0.8 (0.5). Arm and Core Advanced Construction Sub energy make increased to 49.6 (31), energy use increased to 49.6 (31), and metal make increased to 0.96 (0.6). Arm and Core Construction Seaplane energy make increased to 20 (12.5), energy use increased to 20 (12.5), and metal make increased to 0.4 (0.25). Arm Consul energy make increased to 20 (12.5) and energy use increased to 20 (12.5), and metal make increased to 0.32 (0.2). Core Freaker energy make increased to 12 (7.5), energy use increased to 12 (7.5), and metal make increased to 0.24 (0.15). Arm FARK metal cost decreased to 108 (201), energy cost decreased to 3189 (5936), build time decreased to 1666 (3101), armor increased to 545 (200), energy make decreased to 12 (25), energy use decreased to 12 (25), and metal make increased to 0.24 (0.1). NOTE: This does make construction units easier to use for resource production, but also makes it less difficult to rebuild from almost nothing with a construction unit or two, which was the intent. Core Neutron Mine and Neutron Mine NS destroyed and destruct explosion and Parasite destruct explosion [NEUTRON_MINE] waterexplosiongaf and waterexplosionart set to uwemp (tronboom). Arm EMP Mine and EMP Mine NS destroyed and destruct explosion and Infiltrator destruct explosion [EMP_MINE] waterexplosiongaf and waterexplosionart set to uwemp (empboom). Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] weapon velocity increased to 400 (320). Core Doomsday Machine DamageModifier decreased to 0.2 (0.3). Arm Defender and Sentry and Core Pulverizer and Stinger weapon [ARMRL_MISSILE] turnrate increased to 80000 (63000) and startvelocity increased to 750 (600). Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] turnrate increased to 80000 (63000). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] turnrate increased to 80000 (63000). Arm Skeeter and Core Searcher weapon [PT_MISSILE] turnrate increased to 80000 (63000). Arm Hermes weapon [HERMES] turnrate increased to 51100 (63000). Arm Podger and Core Spoiler weapon [ANTIMINE_ROCKET] edge effectiveness increased to 0.99 (0.1). Arm Abel and Core Cain weapon [RFLB] reload increased to 2.0 (1.0) and damage increased to 412 (206). Arm Abel weapon [Abel] reload increased to 2.4 (1.2) and damage increased to 486 (243). Core Cain weapon [Caine] reload increased to 2.7 (1.35) and damage increased to 610 (305). Arm Viking and Core Cronus weapon [TREMSHIP] reload increased to 5.0 (1.5), damage increased to 1093 (328), area of effect increased to 176 (112), and explosionart changed to explode2 (explode3). Arm Flash armor decreased to 662 (680). Core Instigator armor decreased to 749 (770). Core Instigator weapon [GATOR_LASER] damage increased to 53 (51) and reload increased to 0.706 (0.7). NOTE: The above is just minor cleanup to bring the two light tanks in line with the armor and firepower ratios. They were off a bit. Core Leveler turret turn rate reduced to 90 (170). Arm Mumbo turret turn rate reduced to 100 (180). Core Reaper turret turn rate reduced to 100 (150). NOTE: 90 is the same speed as an Arm Stumpy or Core Raider's turret turn rate. Arm Flashes and Core Instigators are 120. Arm Hammer torso turn rate increased to 275 (90). Arm Rocko torso turn rate increased to 275 (130). Core Thud torso turn rate increased to 275 (90). Core Storm torso turn rate increased to 275 (90). Core Berserker torso turn rate increased to 300 (200). Arm Zipper torso turn rate decreased to 250 (750). Core Pyro torso turn rate increased to 250 (200). Core Gimp head turn rate increased to 270 (100). Arm Zeus torso turn rate increased to 270 (250). Core Termite turret turn rate decreased to 90 (270). Arm Maverick turret turn rate increased to 250 (150). Arm Commander turret raise rate increased to 300 (45). Core Commander turret raise rate increased to 300 (150). Arm and Core Commander build distance increased to 200 (120). NOTE: This should help Commanders to be able to assist factories with building a little more easily, with less likelihood of the Commander "dancing" to get into better positions. Arm and Core Commander destroyed and self-destruct explosion [COMMANDER_BLAST] explosiongaf set to megaboom (commboom), explosionart set to megaboom (commboom), shakemagnitude decreased to 400 (600), and damage increased to 23000 (20000). Arm and Core Commander and Decoy Commander given secondary weapon [ARMRL_MISSILE]. NOTE: This is the same weapon used by the Arm Defender and Core Pulverizer. This should help a Commander to be able to fend off early light air attacks as he can light ground attacks, if not as effectively. The following units had wsec_badTargetCategory=NOTAIR; added: Arm Commander Core Commander Arm Decoy Commander Core Decoy Commander Arm Defender, Commander, and Decoy Commander, and Core Pulverizer, Commander, and Decoy Commander weapon [ARMRL_MISSILE] default damage set to 0 (61), and special damage added to all aircraft and set to 61. NOTE: This is to prevent the Commanders and Decoy Commanders from using the missile to damage ground units at a distance. Arm and Core Commander weapon [ARM_DISINTEGRATOR] energy per shot increased to 1000 (400). NOTE: This is to make use of the D-Gun something to consider more carefully and prevent such frequent and easy use very early in the game, making earlier attacks very difficult. It can still be used, but not as often unless you build more energy production, or use energy storage to keep reserve energy on hand for emergencies, instead of being an almost "at will" weapon except in the most dire circumstances. It is a heavy energy cost, but on the other hand, it can destroy any unit in a single shot. Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage increased to 15000 (10000) and special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed. Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage increased to 15000 (10000) and special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed. Arm Retaliator weapon [NUCLEAR_MISSILE] default damage increased to 23000 (15000) and special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed. Core Silencer weapon [CRBLMSSL] default damage increased to 23000 (15000) and special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed. Arm AI Retaliator and Core AI Silencer weapon [AINUKE] default damage increased to 23000 (15000) and special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed. Arm Nuclear Mine and Underwater Nuclear Mine and Core Nuclear Mine and Underwater Nuclear Mine weapon [MINE_NUKE] default damage increased to 15000 (10000), special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed, and special damages to minelayer units increased accordingly. Core Skuttle destruct explosion [cormine6] default damage increased to 15000 (13500), and special damages to the Arm Razorback, Bantha, Orcone, and Epoch and Core Karganeth, Krogtaar, Juggernaut, Krogoth, and Black Hydra removed. NOTE: This should fix the issue of mechs being destroyed from a single tactical nuke even when barely damaged. The problem is that damage values over a certain amount (apparently 30000?) exceed the storage limit of the variable that hold them, corrupting the value, and cause a ridiculous amount of damage, well in excess of the original, which is why it would vaporize a Krogoth, and leave no wreckage behind, since there was so much damage that the wreckage was destroyed also. Additionally, units with enough kills and a high enough veteran status gain a damage bonus, which seems to cap at about 25%, which can be enough to push it over the limit. For example, Tactical Nukes were set to do 24000 damage to Orcones or Krogoths, and they would normally did just that, but if the Tactical Nuke Silo already had a lot of kills, causing it to be a high-level veteran unit, then the 25% bonus to 24000 made it actually 30000, and you would have the corrupted/super damage problem again. Of course, veteran units also take reduced damage, and so sometimes the veteran-based damage reduction would reduce the incoming damage enough to keep it in the "normal" range. Arm and Core Metal Extractors energy use increased to 10 (7.5). Arm and Core Underwater Metal Extractors energy use increased to 6.7 (5). Arm Rector armor increased to 517 (200) and builddistance increased to 150 (60). Core Necro armor increased to 548 (220) and builddistance increased to 150 (80). Arm Death Cavalry armor increased to 777 (600) and builddistance increased to 150 (100). Core Grim Reaper armor increased to 885 (600) and builddistance increased to 150 (100). Arm MRU energy cost increased to 109606 (77361), metal cost increased to 3875 (2735), buildtime increased to 49821 (35164), and armor reduced to 1938 (3600). Core MRU energy cost increased to 108880 (76286), metal cost increased to 3855 (2701), buildtime increased to 50773 (35574), and armor reduced to 2120 (3960). Core Commander energymake increased to 25 (24). NOTE: Core Commanders, you now have an excuse for all battles you've ever lost. For a long time, you've been producing 1 less energy per second than the Arm Commanders. For too long have you suffered under this crushing disadvantage, but now, the odds are finally evened. Arm Commanders beware! Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] damage reduced to 2167 (3250) and special damages to Arm Sea Serpent and Core Leviathan removed. Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] damage reduced to 1253 (1880) and special damages to Arm Sea Serpent and Core Leviathan removed. Arm Fortification Gate (Horizontal and Vertical) armor increased to 2505 (1000) and damage modifier increased to 0.167 (0.1). Core Fortification Gate (Horizontal and Vertical) armor increased to 2756 (1000) and damage modifier increased to 0.167 (0.1). Arm Pit Bull and Core Viper had their "neck" length increased by 56.25% (1.25 and then 1.25 again). Core Viper script modified to extend and retract the neck further to account for the extra length. Arm Epoch and Core Black Hydra now have new models. Arm Epoch metal cost reduced to 14109 (19208), energy cost increased to 211635 (144060), build time reduced to 136051 (185220), armor increased to 76923 (57007), turn rate increased to 80 (65), brake rate decreased to 0.0056 (0.009), acceleration increased to 0.016 (0.01), speed increased to 2.376 (2), LOS increased to 1600, radar range increased to 2475 (1400), sonar range increased to 1855 (400), energymake increased to 300 (150), and energyuse increased to 300 (150). Arm Epoch weapon [SEADRAGPRIME] damage increased to 2930 (1800). Arm Epoch weapon [SEADRAGONFLAK] damage increased to 896 (150) and soundhit set to "impact" ("flakhit"). Core Black Hydra metal cost reduced to 14715 (20033), energy cost increased to 220725 (150248), build time reduced to 145533 (198129), armor increased to 88235 (60301), turn rate increased to 76 (55), brake rate decreased to 0.0056 (0.007), acceleration increased to 0.016 (0.008), speed increased to 2.16 (1.85), and LOS increased to 1500, radar range increased to 2250 (1250), sonar range increased to 1685 (400), energymake increased to 300 (175), and energyuse increased to 300 (190). Core Black Hydra weapon [HYDRAMISS] damage increased to 441 (90), area of effect increased to 128 (64), and special damages used so that it will only damage aircraft, and does 0 damage to anything else. Core Black Hydra weapon [COR_BATS] replaced with [SEADRAGPRIME] weapon. Core Black Hydra weapon [HYDRA_GUN] damage increased to 3001 (500), range increased to 1300 (900), reload increased to 1.886 (0.5), energy per shot increased to 2869 (331), area of effect increased to 48 (24), soundstart set to annigun1 (Lasrmas2), soundhit set to xplolrg1 (lasrhit1), color set to 144 (96), and color2 set to 217 (98). Arm Epoch's Flakker weapon turret turn rate increased. Core Black Hydra's laser weapon turret turn rate increased. Added "set ARMORED to 1;" to Arm Epoch script. Added "set ARMORED to 1;" to Core Black Hydra script. NOTE: Previously, due to a lack of this line, the Arm Epoch and Core Black Hydra damage modifiers were inactive, so that they just had the 24000 armor listed, with no damage modifier applied. The Arm Millennium has 21987 armor by comparison, meaning that instead of having more than triple the armor of a Millennium, they only had about 10% more. NOTE: Overall, the Epoch and Black Hydra have been overhauled pretty extensively. Give them a try and see how they feel now. You may be surprised at their destructive power, even compared to battleships. Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] had SoundWater=HISS2; added. Core Doomsday Machine weapon [CORE_DOOMSDAY] soundhit set to xplolrg1 (xplosml3) and had SoundWater=HISS2; added. Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] SoundWater set to HISS (HISS2). [MEDIUM_UNITEX] weapon added (Was CORTRONM_WEAPON ID 235). NOTE: The following was to help standardize unit explosions. There were some oddities like Peepers and Finks self-destructing big enough to almost destroy a metal extractor, and the Arm Hammer using the [BIG_UNITEX] explosion when destroyed, but the Core Enforcer using the [SMALL_UNITEX] explosion, and so forth. Anyway, "boomage" should be more consistent and make more sense, now. [SMALL_UNITEX] weapon damage increased to 50 (20), area of effect decreased to 100 (140), and explosionart changed to explode4 (explode2). [SMALL_UNIT] area of effect increased to 130 (60) and explosionart changed to explode3 (explode2). [MEDIUM_UNITEX] weapon damage decreased to 125 (200), area of effect decreased to 200 (260), and explosionart changed to explode3 (explode2). [MEDIUM_UNIT] weapon damage increased to 500 (250) and area of effect increased to 260 (90). [BIG_UNITEX] weapon damage increased to 313 (50) and area of effect increased to 300 (140). [BIG_UNIT] weapon damage increased to 1252 (350), area of effect increased to 390 (120), explosiongaf changed to towers (fx), and explosionart changed to smallboom (explode2). [SMALL_BUILDINGEX] weapon damage increased to 100 (80), area of effect increased to 200 (180), and explosionart changed to explode3 (explode2). [SMALL_BUILDING] weapon damage decreased to 400 (900) and area of effect increased to 260 (240). [MEDIUM_BUILDINGEX] weapon damage increased to 250 (200), area of effect increased to 300 (260), and explosionart changed to explode3 (explode2). [MEDIUM_BUILDING] weapon damage decreased to 1000 (1400), area of effect increased to 390 (360), explosiongaf changed to towers (fx), and explosionart changed to smallboom (explode2). [LARGE_BUILDINGEX] weapon damage increased to 625 (600) and area of effect increased to 400 (340). [LARGE_BUILDING] weapon damage increased to 2500 (1800), area of effect increased to 520 (480), explosiongaf changed to towers (fx), and explosionart changed to bigboom (explode2). [ESTOR_BUILDINGEX] area of effect decreased to 400 (420). [ESTOR_BUILDING] weapon damage increased to 3600 (1350), area of effect decreased to 520 (650), explosiongaf changed to mineboom (fx), and explosionart changed to mineboom (explode2). [BIG_BUILDINGEX] weapon name changed to [CORPYRO_BLASTEX]. Core Pyro destroyed explosion set to [CORPYRO_BLASTEX] ([BIG_BUILDINGEX]). [ATOMIC_BLASTSML] weapon damage increased to 1563 (1100), area of effect increased to 500 (320), explosiongaf changed to towers (fx), and explosionart changed to bigboom (explode2). [ATOMIC_BLAST] weapon damage increased to 6252 (2400), area of effect increased to 650 (480), explosiongaf changed to Nuke (fx), and explosionart changed to TacNuke (explode2). ARM CONSTRUCTION KBOT DESTROYED EXPLOSION SET TO [MEDIUM_UNITEX] ([BIG_UNITEX]) AND DESTRUCT EXPLOSION SET TO [MEDIUM_UNIT] ([BIG_UNIT]). Arm Hammer destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Rocko destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Jethro destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Warrior destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Core Construction KBot destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Thud destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Storm destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Crasher destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Scorpion destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Berserker destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Arm Construction Vehicle destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Beaver destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Flash destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Pincer destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Samson destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Shellshocker destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Podger destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Stumpy destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Janus destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Courier destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Construction Vehicle destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Muskrat destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Instigator destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Garpike destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Slasher destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Wolverine destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Spoiler destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Raider destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Shodan destroyed explosion set to [MEDIUM_UNITEX] (BIG_UNITEX). Core Leveler destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Emissary destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Construction Aircraft destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Arm Peeper destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Thunder destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Banshee destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Bee destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Construction Aircraft destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Fink destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Shadow destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Valkyrie destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Venom destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Bladewing destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Construction Ship destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Arm Decade destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Lurker destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Arm Courier destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Construction Ship destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Core Supporter destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Enforcer destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Snake destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Core Emissary destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Anaconda destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Mausser destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Swatter destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Spotter destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Concealer destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Wombat destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Snapper destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Navarone destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Slinger destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Watcher destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Blotter destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Nixer destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Advanced Construction KBot destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Pelican destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Marky destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Eraser destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm FARK destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Zeus destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Fido destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Fatboy destroyed explosion set to [BIG_UNITEX] ([BIG_UNIT]). Arm Rector destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Maverick destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Sharpshooter destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Spider destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Infiltrator destroyed explosion set to [TWILIGHT] (BIG_UNITEX). Arm Tick destroyed explosion set to [TWILIGHT] (BIG_UNITEX). Arm Marauder destroyed explosion set to [BIG_UNITEX] (ARMESTOR_BUILDINGEX) and destruct explosion set to [BIG_UNIT] ([CRAWL_BLASTSML]). Arm PomPom destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Advanced Construction KBot destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Gimp destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Voyeur destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Spectre destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Freaker destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Can destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Morty destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Dominator destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Necro destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Parasite destroyed explosion set to [TWILIGHT] (BIG_UNITEX). Core Shiva destroyed explosion set to [BIG_UNITEX] (ARMESTOR_BUILDINGEX) and destruct explosion set to [BIG_UNIT] ([CRAWL_BLASTSML]). Core Sumo destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Aries destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Seer destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Jammer destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Panther destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Luger destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Recluse destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Gremlin destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Bulldog destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Arm Penetrator destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Arm MRU destroyed explosion set to [ATOMIC_BLASTSML] ([CRAWL_BLASTSML]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Core Informant destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Pillager destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Croc destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Goliath destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Banisher destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Tremor destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNIT]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Intruder destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core MRU destroyed explosion set to [ATOMIC_BLASTSML] ([CRAWL_BLASTSML]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Arm Advanced Construction Aircraft destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Hawk destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Phoenix destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Lancet destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Eagle destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Brawler destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Stiletto destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [TWILIGHT] (ESTOR_BUILDINGEX). Arm Dragonfly destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Arm Liche destroyed explosion set to [ESTOR_BUILDINGEX] ([SMALL_BUILDING]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Core Advanced Construction Aircraft destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Vamp destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Hurricane destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Titan destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Vulture destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Rapier destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Cauterizer destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Krow destroyed explosion set to [ESTOR_BUILDINGEX] ([SMALL_BUILDING]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Arm Construction Seaplane destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Arm Tornado destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Seahawk destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Arm Tsunami destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([CRAWL_BLASTSML]). Arm Albatross destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Sabre destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Construction Seaplane destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Core Voodoo destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Hunter destroyed explosion set to [SMALL_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_UNIT] ([BIG_UNIT]). Core Maelstrom destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Typhoon destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Core Cutlass destroyed explosion set to [MEDIUM_UNITEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([BIG_UNIT]). Arm Advanced Construction Submarine destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Arm Death Cavalry destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Arm Piranha destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Arm Escort destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Arm Fibber destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Arm Conqueror destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_UNIT]). Arm Colossus destroyed explosion set to [ATOMIC_BLASTSML] ([CRAWL_BLAST]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Arm Ranger destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Arm Archer destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Arm Abel destroyed explosion set to [LARGE_BUILDINGEX] (ESTOR_BUILDING) and destruct explosion set to [LARGE_BUILDING] ([CRAWL_BLAST]). Arm Sea Serpent destroyed explosion set to [ESTOR_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [ESTOR_BUILDING] ([BIG_UNIT]). Arm Millennium destroyed explosion set to [ESTOR_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [ESTOR_BUILDING] ([BIG_UNIT]). Arm Atlantis destroyed explosion set to [ATOMIC_BLASTSML] ([BIG_UNITEX]) and destruct explosion set to [ATOMIC_BLAST] ([BIG_UNIT]). Arm Epoch destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Core Advanced Construction Submarine destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Core Grim Reaper destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Core Shark destroyed explosion set to [BIG_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [BIG_UNIT] ([SMALL_UNIT]). Core Phantom destroyed explosion set to [MEDIUM_UNITEX] ([SMALL_UNITEX]) and destruct explosion set to [MEDIUM_UNIT] ([SMALL_UNIT]). Core Nautilus destroyed explosion set to [TWILIGHT] ([SMALL_UNITEX]) and destruct explosion set to [MINE_SABOTAGE] ([SMALL_UNIT]). Core Executioner destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_UNIT]). Core Hive destroyed explosion set to [ATOMIC_BLASTSML] ([CRAWL_BLAST]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Core Messenger destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Shredder destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Caine destroyed explosion set to [LARGE_BUILDINGEX] (ESTOR_BUILDING) and destruct explosion set to [LARGE_BUILDING] ([CRAWL_BLAST]). Core Leviathan destroyed explosion set to [ESTOR_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [ESTOR_BUILDING] ([BIG_UNIT]). Core Warlord destroyed explosion set to [ESTOR_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [ESTOR_BUILDING] ([BIG_UNIT]). Core Zulu destroyed explosion set to [CRAWL_BLAST] ([BIG_UNITEX]) and destruct explosion set to [ARMEMP_WEAPON] ([BIG_UNIT]). Core Black Hydra destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Arm Razorback destroyed explosion set to [ESTOR_BUILDINGEX] ([CRAWL_BLASTSML]) and destruct explosion set to [ESTOR_BUILDING] ([CRAWL_BLAST]). Arm Vanguard destroyed explosion set to [ESTOR_BUILDINGEX] ([BIG_UNIT]) and destruct explosion set to [ESTOR_BUILDING] ([SMALL_BUILDING]). Arm Requiter destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]). Arm Avatar destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]). Arm Bantha destroyed explosion set to [CRAWL_BLAST] ([ARMEMP_WEAPON]) and destruct explosion set to [ATOMIC_BLAST] (MINE_NUKE). Core Karganeth destroyed explosion set to [ESTOR_BUILDINGEX] ([CRAWL_BLASTSML]) and destruct explosion set to [ESTOR_BUILDING] ([CRAWL_BLAST]). Core Krogtaar destroyed explosion set to [ESTOR_BUILDINGEX] ([CRAWL_BLAST]) and destruct explosion set to [ESTOR_BUILDING] ([CRAWL_BLAST]). Core Precluder destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]). Core Mauler destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]). Core Juggernaut destroyed explosion set to [ATOMIC_BLASTSML] ([CRAWL_BLAST]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Core Gargoyle destroyed explosion set to [ATOMIC_BLASTSML] ([CRAWL_BLASTSML]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Arm LLT destroyed explosion set to [SMALL_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [SMALL_BUILDING] ([MEDIUM_BUILDING]). Arm Beamer destroyed explosion set to [SMALL_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [SMALL_BUILDING] ([MEDIUM_BUILDING]). Core LLT destroyed explosion set to [SMALL_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [SMALL_BUILDING] ([MEDIUM_BUILDING]). Core HLLT destroyed explosion set to [SMALL_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [SMALL_BUILDING] ([MEDIUM_BUILDING]). Arm Geothermal Powerplant destroyed explosion set to [ATOMIC_BLASTSML] (ESTOR_BUILDING). Arm Sneaky Pete destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Arm Dragon's Claw destroyed explosion set to [SMALL_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [SMALL_BUILDING] ([MEDIUM_BUILDING]). Arm Guardian destroyed explosion set to [LARGE_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([MEDIUM_BUILDING]). Arm PACKO destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Arm Defender destroyed explosion set to [SMALL_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_BUILDING] ([BIG_UNIT]). Arm Chainsaw destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Arm Anemone destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Arm Metal Storage destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Arm Underwater Metal Storage destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Arm Advanced Solar Collector destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Arm Metal Extractor destroyed explosion set to [SMALL_BUILDINGEX] (TINY_BUILDINGEX). SelfDestructAs=TINY_BUILDINGEX; added to Arm and Core Underwater Metal Extractors. Arm Sentry destroyed explosion set to [SMALL_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_BUILDING] ([BIG_UNIT]). Arm Stingray destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Core Geothermal Powerplant destroyed explosion set to [ATOMIC_BLASTSML] (ESTOR_BUILDING). Core Castro destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Core Dragon's Maw destroyed explosion set to [SMALL_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [SMALL_BUILDING] ([MEDIUM_BUILDING]). Core Punisher destroyed explosion set to [LARGE_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([MEDIUM_BUILDING]). Core SAM destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Core Pulverizer destroyed explosion set to [SMALL_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_BUILDING] ([BIG_UNIT]). Core Eradicator destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Core Exploiter destruct explosion set to [ATOMIC_BLASTSML] (ESTOR_BUILDING). Core Metal Storage destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Core Underwater Metal Storage destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Core Advanced Solar Collector destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Core Stinger destroyed explosion set to [SMALL_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [SMALL_BUILDING] ([BIG_UNIT]). Core Thunderbolt destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Arm Advanced Vehicle Plant destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Arm Advanced KBot Lab destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Arm Advanced Shipyard destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Arm Advanced Aircraft Plant destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Arm Seaplane Platform destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Arm Experimental Gantry destroyed explosion set to [ATOMIC_BLASTSML] ([LARGE_BUILDINGEX]) and destruct explosion set to [ATOMIC_BLAST] ([LARGE_BUILDING]). Core Advanced Vehicle Plant destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Core Advanced KBot Lab destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Core Advanced Shipyard destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Core Advanced Aircraft Plant destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Core Seaplane Platform destroyed explosion set to [ESTOR_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [ESTOR_BUILDING] ([LARGE_BUILDING]). Core Experimental Gantry destroyed explosion set to [ATOMIC_BLASTSML] ([LARGE_BUILDINGEX]) and destruct explosion set to [ATOMIC_BLAST] ([LARGE_BUILDING]). Arm Moray destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Arm Underwater Moho Metal Maker destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Arm Moho Metal Maker destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Arm Moho Mine destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Arm Underwater Moho Mine destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Arm Mercury destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Arm Veil destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Arm Pit Bull destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Arm Metal Generator destroyed explosion set to [LARGE_BUILDINGEX] ([WIND_GEN]) and destruct explosion set to [LARGE_BUILDING] ([MEDIUM_BUILDING]). Arm and Core Wind Generator destroyed explosion [WIND_GEN] special damage to Arm and Core Metal Generators reduced to default of 10 (600). Arm Air Repair Pad destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Arm Fortification Wall HLT Post destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Arm Adv. Submersible Metal Storage destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Arm Adv. Submersible Energy Storage destroyed explosion set to [ATOMIC_BLASTSML] (ESTOR_BUILDING) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Arm Flakker NS destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Arm Big Bertha destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]). Arm Vulcan destruct explosion set to [ARMEMP_WEAPON] ([ATOMIC_BLAST]). Arm Targeting Facility destroyed explosion set to [ATOMIC_BLASTSML] ([LARGE_BUILDINGEX]) and destruct explosion set to [ATOMIC_BLAST] ([LARGE_BUILDING]). Arm Floating Targeting Facility destroyed explosion set to [ATOMIC_BLASTSML] ([LARGE_BUILDINGEX]) and destruct explosion set to [ATOMIC_BLAST] ([LARGE_BUILDING]). Arm Annihilator destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Arm AI only Nuke Silo destroyed explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Arm Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Arm Underwater Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Arm Cloakable Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Arm AI only Cloakable Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Core Lamprey destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Underwater Moho Metal Maker destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Core Moho Metal Maker destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Core Moho Mine destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Core Underwater Moho Mine destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Core Screamer destroyed explosion set to [LARGE_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [LARGE_BUILDING] ([BIG_UNIT]). Core Shroud destroyed explosion set to [MEDIUM_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([SMALL_BUILDING]). Core Viper destroyed explosion set to [LARGE_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([MEDIUM_BUILDING]). Core Metal Generator destroyed explosion set to [LARGE_BUILDINGEX] (WIND_GEN) and destruct explosion set to [LARGE_BUILDING] ([MEDIUM_BUILDING]). Core Behemoth destroyed explosion set to [ATOMIC_BLASTSML] (ESTOR_BUILDING) and destruct explosion set to [ATOMIC_BLAST] (ESTOR_BUILDING). Core Air Repair Pad destroyed explosion set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]) and destruct explosion set to [MEDIUM_BUILDING] ([LARGE_BUILDING]). Core Firestorm destroyed explosion set to [LARGE_BUILDINGEX] ([MEDIUM_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([MEDIUM_BUILDING]). Core Fortification Wall HLT Post destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Core Adv. Submersible Metal Storage destroyed explosion set to [LARGE_BUILDINGEX] ([SMALL_BUILDINGEX]) and destruct explosion set to [LARGE_BUILDING] ([SMALL_BUILDING]). Core Adv. Submersible Energy Storage destroyed explosion set to [ATOMIC_BLASTSML] (ESTOR_BUILDING) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Core Cobra NS destroyed explosion set to [MEDIUM_BUILDINGEX] ([BIG_UNITEX]) and destruct explosion set to [MEDIUM_BUILDING] ([BIG_UNIT]). Core Intimidator destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]). Core Buzzsaw destruct explosion set to [ARMEMP_WEAPON] ([ATOMIC_BLAST]). Core Targeting Facility destroyed explosion set to [ATOMIC_BLASTSML] ([LARGE_BUILDINGEX]) and destruct explosion set to [ATOMIC_BLAST] ([LARGE_BUILDING]). Core Floating Targeting Facility destroyed explosion set to [ATOMIC_BLASTSML] ([LARGE_BUILDINGEX]) and destruct explosion set to [ATOMIC_BLAST] ([LARGE_BUILDING]). Core Doomsday Machine destroyed explosion set to [ATOMIC_BLASTSML] ([ATOMIC_BLAST]) and destruct explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Core AI only Nuke Silo destroyed explosion set to [ATOMIC_BLAST] ([CRAWL_BLAST]). Core Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Core Underwater Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Core Cloakable Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Core AI only Cloakable Fusion Reactor destruct explosion set to [MINE_NUKE] ([ATOMIC_BLAST]). Arm Hermes weapon [HERMES] model changed to Sabot (missile). NOTE: Regarding the following changes: All laser weapons (And a few others) slowed to a weapon velocity of 700, instead of 1000. This means the "laser" will travel more slowly, but it will prevent the "A.K. lasers hitting stuff behind Dragon's Teeth" effect that you see a fair amount of the time. This seems to be related to the TA engine only updating the position of the laser so often, so if it's moving very fast, it can "skip" over the Dragon's Teeth in between frames, so to speak. Arm Dragon's Claw weapon [DCLAW] weaponvelocity increased to 700 (450). Arm Panther weapon [Armlatnk_weapon] weaponvelocity increased to 700 (600). Arm Zeus weapon [LIGHTNING] weaponvelocity increased to 700 (400). Arm Demolisher weapon [ARM_HLIGHTNING] weaponvelocity decreased to 700 (900). Arm Conqueror weapon [ARM_CRUS] weaponvelocity decreased to 700 (750). Core Bladewing weapon [BLADEWING_LYZER] weaponvelocity decreased to 700 (800). Arm Pit Bull weapon [ARMPB_WEAPON] weaponvelocity decreased to 625 (875). Core Viper weapon [CORVIPE_LASER] weaponvelocity decreased to 700 (800) and startvelocity decreased to 700 (800). Arm PomPom and Core Aries weapon [ARMFLAKLASER] weaponvelocity decreased to 700 (1000) and startvelocity decreased to 700 (750). Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] weaponvelocity decreased to 700 (725). Arm Blade and Core Blackdawn weapon [Vtol_Sabot] weaponvelocity decreased to 700 (800) and startvelocity decreased to 700 (500). Arm Dragonfly weapon [ARMDFLY_PARALYZER] weaponvelocity decreased to 700 (1000). Arm Tick weapon [ARMTICK_PARALYZER] weaponvelocity decreased to 700 (800). Arm Mumbo weapon [TAWF003_weapon] weaponvelocity decreased to 700 (1000). Arm Conqueror and Core Executioner and Intruder weapon [ADV_DECKLASER] weaponvelocity decreased to 700 (1000). Core A.K. weapon [AK_LASER] weaponvelocity decreased to 700 (1000). Arm Pelican weapon [ARMAMPH_WEAPON1] weaponvelocity decreased to 700 (1000). Arm Skeeter and Core Searcher weapon [ARMPT_LASER] weaponvelocity decreased to 700 (1000). Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] weaponvelocity decreased to 700 (1000). Arm Jeffy weapon [ARM_LASER] weaponvelocity decreased to 700 (1000). Arm Spider weapon [ARM_PARALYZER] weaponvelocity decreased to 700 (800). Core Warlord and Doomsday Machine weapon [CORE_BATSLASER] weaponvelocity decreased to 700 (1000). Core Can weapon [CORE_CANLASER] weaponvelocity decreased to 700 (1000). Core Weasel weapon [CORE_LASER] weaponvelocity decreased to 700 (1000). Arm Crusader and Bear, and Core Enforcer, Turtle, and Exploiter weapon [CORFAST_WEAPON] weaponvelocity decreased to 700 (1000). Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] weaponvelocity decreased to 700 (1000). Core Executioner weapon [COR_CRUS] weaponvelocity decreased to 700 (1000). Arm Flea weapon [FLEA_LASER] weaponvelocity decreased to 700 (1000). Core Instigator weapon [GATOR_LASER] weaponvelocity decreased to 700 (1000). Core Krow weapon [KROWLASER] weaponvelocity decreased to 700 (1000). Core Krow weapon [KROWLASER2] weaponvelocity decreased to 700 (1000). Arm Sabre weapon [VTOL_EMG2] weaponvelocity decreased to 700 (1000). Arm Beamer weapon [TAWF001_weapon] weaponvelocity decreased to 700 (1000). Core Venom weapon [VENOM_LASER] weaponvelocity decreased to 700 (1000). Arm Light Laser Tower and Core HLLT weapon [ARM_LIGHTLASER] weaponvelocity decreased to 700 (1000). Core Gimp weapon [CORAMPH_WEAPON2] weaponvelocity decreased to 700 (1000). Core Light Laser Tower and HLLT weapon [CORE_LIGHTLASER] weaponvelocity decreased to 700 (1000). Core Termite and Clasher weapon [CORE_TERMITE_LASER] weaponvelocity decreased to 700 (1000). Core Sumo, Moho Exploiter, and Doomsday Machine weapon [CORSUMO_WEAPON] weaponvelocity decreased to 700 (1000). Arm and Core Commander and Decoy Commander weapon [ARMCOMLASER] weaponvelocity decreased to 700 (1000). Arm Sentinel and Fortification Wall HLT Post weapon [ARM_LASERH1] weaponvelocity decreased to 700 (1000). Core Gaat Gun and Fortification Wall HLT Post weapon [CORE_LASERH1] weaponvelocity decreased to 700 (1000). Arm Penetrator and Bantha weapon [ARMMANNI_WEAPON] weaponvelocity increased to 1000 (900). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] weaponvelocity decreased to 700 (900). Core Doomsday Machine weapon [CORE_DOOMSDAY] weaponvelocity decreased to 1000 (1500). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] weaponvelocity decreased to 1000 (1400). Arm Orcone and Core Krogoth weapon [KROG_BEAM] weaponvelocity decreased to 700 (1125). Arm Mausser and Core Navarone weapon [HOVER_ARTILLERY] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode2). Core Morty weapon [CORE_MORT] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode3). Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode2). Arm Crusader weapon [ARM_ROY] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode2). Core Enforcer weapon [CORE_ROY] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode2). Arm Wombat weapon [ARMMH_WEAPON] explosionart changed to explode2 (explode3). Core Nixer weapon [CORMH_WEAPON] explosionart changed to explode2 (explode3). Core Poison Arrow weapon [CORE_PARROW] explosionart changed to explode2 (explode3). Arm and Core Light Mine explosion [MINE_LIGHT] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode3). Arm and Core Naval Light Mine explosion [FMINE_LIGHT] explosionart changed to explode2 (explode3). Arm Triton weapon [ARM_MEDIUMCANNON] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode3). Arm Fido weapon [BFIDO] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode3). Arm Bulldog weapon [ARM_BULL] explosionart changed to explode2 (explode3). Core Dominator weapon [CORHRK_ROCKET] explosiongaf changed to towers (fx) and explosionart changed to smallboom (explode3). Arm Ranger weapon [ARMMSHIP_ROCKET] explosiongaf changed to mineboom (towers) and explosionart changed to mineboom (smallboom). Core Messenger weapon [CORMSHIP_ROCKET] explosiongaf changed to mineboom (towers) and explosionart changed to mineboom (smallboom). Core Banisher weapon [TAWF_BANISHER] explosiongaf changed to mineboom (towers) and explosionart changed to mineboom (smallboom). Core Behemoth weapon [CORBHMTH_WEAPON] damage increased to 820 (800), explosiongaf changed to fx (mineboom) and explosionart changed to explode2 (mineboom). Arm Mercury and Core Screamer weapon [ADVSAM] explosiongaf changed to fireball (fx) and explosionart changed to fireball (explode3). Missileboom animation removed (Unused, and identical to taarboom). Leviboom animation removed (Unused, and identical to aquaboom). Arm Zipper armor increased to 748 (572). Arm Zipper weapon [ARM_FAST] damage reduced to 26 (33) and reload increased to 1.004 (0.975). NOTE: The Zipper is faster than the "base" speed it should have. Previously, this extra speed was paid for with an equal percentage reduction in armor. Now, the armor has been restored back to the baseline, and the "price" is a reduction in firepower, instead. NOTE: The following section is the results of all badtargetcategories reviewed and adjusted in hopes of helping units to target more effectively. Core Berserker had these lines added: BadTargetCategory=NOWEAPON; wpri_badTargetCategory=VTOL; NoChaseCategory=VTOL; The Arm Decade and Core Supporter have had these lines added: BadTargetCategory=NOWEAPON; wpri_badTargetCategory=VTOL; wsec_badTargetCategory=VTOL; NoChaseCategory=VTOL; NOTE: This will help it to target aircraft only when there are no ground units around. Arm Freedom Fighter and Core Avenger had these lines added: BadTargetCategory=NOWEAPON; wpri_badTargetCategory=NOTAIR; wsec_badTargetCategory=NOWEAPON; Arm Marauder has these lines added: BadTargetCategory=NOWEAPON; wpri_badTargetCategory=VTOL; Arm Lurker BadTargetCategory set to NOWEAPON (NOTSHIP). Core Snake BadTargetCategory set to NOWEAPON (NOTSHIP). Arm Crusader BadTargetCategory set to NOWEAPON (SHIP) and wspe_badTargetCategory set to VTOL (ANTILASER). Core Enforcer BadTargetCategory set to NOWEAPON (SHIP) and wspe_badTargetCategory set to VTOL (ANTILASER). Arm Commander BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Commander BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Decoy Commander BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Decoy Commander BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Flash BadTargetCategory set to NOWEAPON (ANTIEMG) and wpri_badTargetCategory set to VTOL (ANTIEMG). Arm Samson BadTargetCategory set to NOWEAPON (ALL) and wpri_badTargetCategory set to ALL (NOTAIR). Arm Jeffy BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Core Instigator BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Core Slasher BadTargetCategory set to NOWEAPON (ALL) and wpri_badTargetCategory set to ALL (NOTAIR). Core Weasel BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Arm Peewee BadTargetCategory set to NOWEAPON (ANTIEMG) and wpri_badTargetCategory set to VTOL (ANTIEMG). Arm Flea BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Arm Jethro BadTargetCategory set to NOWEAPON (ALL). Core A.K. BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Core Crasher BadTargetCategory set to NOWEAPON (ALL). Core Bladewing BadTargetCategory set to NOWEAPON (ALL). Arm Skeeter BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Core Searcher BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Arm Wombat BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Arm Skimmer BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Arm Bear BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Swatter BadTargetCategory set to NOWEAPON (ALL). Core Nixer BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Core Scrubber BadTargetCategory set to NOWEAPON (ANTIGATOR) and wpri_badTargetCategory set to VTOL (ANTIGATOR). Core Turtle BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Slinger BadTargetCategory set to NOWEAPON (ALL). Arm PomPom BadTargetCategory set to NOWEAPON (VTOL) and wpri_badTargetCategory set to NOTAIR (VTOL). Arm Zipper BadTargetCategory set to NOWEAPON (ANTIEMG) and wpri_badTargetCategory set to VTOL (ANTIEMG). Arm Sharpshooter BadTargetCategory set to NOWEAPON (SHIP) and wspe_badTargetCategory set to VTOL (ANTILASER). Arm Fatboy had BadTargetCategory=NOWEAPON; added. Arm Pelican BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Spider BadTargetCategory set to NOWEAPON (ALL). Core Aries BadTargetCategory set to NOWEAPON (NOTAIR) and wpri_badTargetCategory set to NOTAIR (VTOL). Core Pyro BadTargetCategory set to NOWEAPON (ANTIFLAME) and wpri_badTargetCategory set to VTOL (ANTIFLAME). Core Can BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Sumo BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Dominator BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Core Gimp BadTargetCategory set to NOWEAPON (ANTILASER), wpri_badTargetCategory set to VTOL (ANTILASER), and wspe_badTargetCategory set to NOTSHIP (ALL). Core Shiva had the following lines added: BadTargetCategory=NOWEAPON; wpri_badTargetCategory=VTOL; wspe_badTargetCategory=VTOL; Arm Mumbo BadTargetCategory set to NOWEAPON (VTOL) and added line: NoChaseCategory=VTOL; Arm Luger BadTargetCategory set to NOWEAPON (NOTLAND), wpri_badTargetCategory set to VTOL (NOTLAND), and NoChaseCategory set to VTOL (NOTLAND). Core Pillager BadTargetCategory set to NOWEAPON (NOTLAND), wpri_badTargetCategory set to VTOL (NOTLAND), and NoChaseCategory set to VTOL (NOTLAND). Arm MERL BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Core Diplomat BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Core Intruder BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Reaper BadTargetCategory set to NOWEAPON (ANTIFLAME), wpri_badTargetCategory set to VTOL (ANTIFLAME), and duplicate NoChaseCategory=VTOL; line removed. Arm Hermes BadTargetCategory set to NOWEAPON (ALL). Arm Penetrator BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Phalanx BadTargetCategory set to NOWEAPON (ALL). Core Copperhead BadTargetCategory set to NOWEAPON (ALL). Core Krow BadTargetCategory set to NOWEAPON (ALL) and the following lines added: wsec_badTargetCategory=VTOL; wspe_badTargetCategory=VTOL; Arm Lancet BadTargetCategory set to NOWEAPON (NOTSHIP). Core Titan BadTargetCategory set to NOWEAPON (NOTSHIP). Arm Brawler BadTargetCategory set to NOWEAPON (ANTIEMG) and wpri_badTargetCategory set to VTOL (ANTIEMG). Arm Hawk BadTargetCategory set to NOWEAPON (NOTAIR). Core Vamp BadTargetCategory set to NOWEAPON (NOTAIR). Arm Saber BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Tornado BadTargetCategory set to NOWEAPON (NOTAIR). Arm Albatross BadTargetCategory set to NOWEAPON (NOTAIR). Core Voodoo BadTargetCategory set to NOWEAPON (NOTAIR). Core Typhoon BadTargetCategory set to NOWEAPON (NOTAIR). Arm Ranger BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Arm Abel wter_badTargetCategory set to VTOL (SUB) and the following lines added: NoChaseCategory=VTOL; BadTargetCategory=VTOL; Arm Conqueror BadTargetCategory set to NOWEAPON (SHIP) and wsec_badTargetCategory set to VTOL (ANTILASER). Arm Piranha BadTargetCategory set to NOWEAPON (NOTSUB), wpri_badTargetCategory set to NOTSHIP (NOTSUB), and NoChaseCategory set to VTOL (NOTSUB). Arm Sea Serpent BadTargetCategory set to NOWEAPON (notsub) and wpri_badTargetCategory set to NOTSHIP (NOTSUB). Core Warlord BadTargetCategory set to NOWEAPON (VTOL) and wsec_badTargetCategory set to VTOL (ANTILASER). ANTILASER Core Messenger BadTargetCategory set to NOWEAPON (MOBILE) and wpri_badTargetCategory set to VTOL (MOBILE). Core Caine wter_badTargetCategory set to VTOL (SUB) and the following lines added: BadTargetCategory=VTOL; Core Executioner BadTargetCategory set to NOWEAPON (SHIP), wpri_badTargetCategory set to VTOL (ANTILASER), and wsec_badTargetCategory set to VTOL (ANTILASER). Core Shark BadTargetCategory set to NOWEAPON (NOTSUB), wpri_badTargetCategory set to NOTSHIP (NOTSUB), and NoChaseCategory set to VTOL (NOTSUB). Core Leviathan BadTargetCategory set to NOWEAPON (NOTSHIP). Arm Archer and Core Shredder had the following line added: BadTargetCategory=NOWEAPON; Core Nautilus had the following lines added: BadTargetCategory=NOWEAPON; wpri_badTargetCategory=VTOL; Arm Epoch and Core Black Hydra had the following line added: BadTargetCategory=NOWEAPON; and "wter_badTargetCategory" replaced with "wSpe_badTargetCategory". Black Hydra weapon [HYDRA_GUN] energy per shot increased to 331 (50). Arm Razorback had the following lines added: BadTargetCategory=NOWEAPON; NoChaseCategory=VTOL; and "wter_badTargetCategory" replaced with "wSpe_badTargetCategory". Arm Bantha had the following lines added: BadTargetCategory=NOWEAPON; wpri_BadTargetCategory=VTOL; wsec_badTargetCategory=VTOL; wSpe_badTargetCategory=VTOL; Arm Orcone BadTargetCategory set to NOWEAPON (ANTILASER) and wSpe_badTargetCategory set to ALL (MOBILE). Core Karganeth had the following lines added: BadTargetCategory=NOWEAPON; NoChaseCategory=VTOL; Core Mauler BadTargetCategory set to VTOL (NOTAIR), wpri_badTargetCategory set to VTOL (NOTAIR), and NoChaseCategory set to VTOL (NOTAIR). Core Krogtaar BadTargetCategory set to NOWEAPON (VTOL) and wpri_badTargetCategory set to VTOL (NOWEAPON). Core Juggernaut had the following lines added: BadTargetCategory=NOWEAPON; Core Krogoth BadTargetCategory set to NOWEAPON (ANTILASER) and wspe_BadTargetCategory set to ALL (MOBILE). Arm Sentry BadTargetCategory set to ALL (NOWEAPON). Arm Harpoon BadTargetCategory set to NOWEAPON (NOTSHIP). Arm Stingray BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Stinger BadTargetCategory set to ALL (NOWEAPON). Core Urchin BadTargetCategory set to NOWEAPON (NOTSHIP). Core Thunderbolt BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Defender BadTargetCategory set to ALL (NOWEAPON). Arm PACKO BadTargetCategory set to ALL (NOWEAPON). Arm Chainsaw wpri_badTargetCategory set to ALL (VTOL) and had the following line added: BadTargetCategory=NOWEAPON; Arm LLT BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Sentinel BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Pulverizer BadTargetCategory set to ALL (NOWEAPON). Core SAM BadTargetCategory set to ALL (NOWEAPON) and wpri_badTargetCategory set to ALL (NOTAIR). Core Eradicator wpri_badTargetCategory set to ALL (VTOL) and had the following line added: BadTargetCategory=NOWEAPON; Core LLT BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Gaat Gun BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Exploiter BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Fortification Wall HLT Post BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Flakker wpri_badTargetCategory set to ALL (NOWEAPON). Arm Mercury BadTargetCategory set to NOWEAPON (NOTAIR) and wpri_badTargetCategory set to ALL (NOTAIR). Arm Annihilator BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Fortification Wall HLT Post BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER). Core Catalyst BadTargetCategory set to MOBILE (NOTLAND) and wpri_badTargetCategory set to MOBILE (NOTLAND). Core Cobra wpri_badTargetCategory set to ALL (NOWEAPON). Core Screamer BadTargetCategory set to NOWEAPON (NOTAIR) and wpri_badTargetCategory set to ALL (NOTAIR). Core Firestorm BadTargetCategory set to NOWEAPON (VTOL) and had the following line added: wpri_BadTargetCategory=VTOL; Core Moho Exploiter BadTargetCategory set to NOWEAPON (ANTILASER) and wpri_badTargetCategory set to VTOL (ANTILASER) and had the following line added: wSpe_badTargetCategory=VTOL; Core Doomsday Machine BadTargetCategory set to NOWEAPON (ANTILASER), wpri_badTargetCategory set to LEVEL1 (ANTILASER), wsec_badTargetCategory set to VTOL (ANTILASER), and wSpe_badTargetCategory set to VTOL (ANTILASER). Arm Flakker NS BadTargetCategory set to NOWEAPON (NOTAIR) and wpri_badTargetCategory set to ALL (NOTAIR). Arm Moray BadTargetCategory set to NOWEAPON (NOTSHIP). Core Cobra NS BadTargetCategory set to NOWEAPON (NOTAIR) and wpri_badTargetCategory set to ALL (NOTAIR). Core Lamprey BadTargetCategory set to NOWEAPON (NOTSHIP). The following units have had BadTargetCategory set to NOWEAPON (VTOL): Arm Janus Arm Pincer Arm Stumpy Arm Shellshocker Core Garpike Core Raider Core Wolverine Arm Rocko Arm Hammer Arm Warrior Core Storm Core Thud Arm Banshee Core Venom Arm Mausser Arm Anaconda Core Clasher Core Snapper Core Navarone Arm Zeus Arm Maverick Arm Fido Arm Tick Core Morty Core Commando Arm Demolisher Arm Gremlin Arm Recluse Arm Triton Arm Bulldog Arm Panther Core Tremor Core Banisher Core Termite Core Croc Core Poison Arrow Core Goliath Arm Blade Arm Dragonfly Arm Liche Core Blackdawn Core Rapier Core Cutlass Arm Viking Arm Millennium Core Cronus Arm Beamer Arm Radical Arm Guardian Dragon's Claw Core HLLT Core Blocker Core Punisher Core Dragon's Maw Arm Pit Bull Arm Ambusher Core Viper Core Toaster Core Behemoth Core Exploiter had duplicate "selfdestructcountdown=1;" line removed. Core Exploiter had "NOWEAPON" removed as a category. NOTE: Since it *does* have a weapon, this seemed misleading. Core Exploiter metal cost increased to 273 (255), energy cost increased to 2252 (2104), buildtime increased to 4200 (3923), armor increased to 352 (350), weapon [ARMKBOT_MISSILE] added, and had the following line added: wSpe_badTargetCategory=ALL; Core Moho Exploiter had "selfdestructcountdown=1;" line added (Previously default of 5). Core Moho Exploiter destroyed explosion set to ATOMIC_BLASTSML (SMALL_BUILDINGEX) and self-destruct explosion set to ESTOR_BUILDING (SMALL_BUILDING). NOTE: This means that, like the regular Exploiter, the Moho Exploiter blows up for moderate damage when destroyed, hopefully damaging the units who destroyed it, and if self-destructed can inflict heavy damage. Arm Ambusher weapon [ARMAMB_GUN] (in)accuracy decreased to 500 (700). Core Toaster weapon [CORTOAST_GUN] (in)accuracy decreased to 550 (750). Core Scorpion can now build and launch the anti-mine rocket like the Mine Layer Vehicles can. Arm and Core Solar Collectors energy storage increased to 100 (50). Arm and Core Advanced Solar Collectors energy storage increased to 500 (250). Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] weaponvelocity increased to 550 (400). Arm and Core AMAT Unit ID # conflict with Arm Phoenix fixed. NOTE: All hovercraft had their speed reduced 25% to normal vehicle levels, and their energy costs increased 50% up from level 1 vehicle levels: Arm Construction Hovercraft energy cost increased to 6081 (4054) and speed reduced to 2.968 (3.71). Arm Skimmer energy cost increased to 1358 (905) and speed reduced to 3.48 (4.68). Arm Anaconda energy cost increased to 4497 (2998) and speed reduced to 3.064 (3.83). Arm Swatter energy cost increased to 2079 (1386) and speed reduced to 3.0 (3.75). Arm Wombat energy cost increased to 4596 (3064) and speed reduced to 2.232 (2.79). Arm Mausser energy cost increased to 2475 (1650) and speed reduced to 2.232 (2.79). Arm Bear energy cost increased to 9405 (6270) and speed reduced to 3.304 (4.13). Arm Spotter energy cost increased to 2282 (1521) and speed reduced to 3.12 (3.9). Arm Concealer energy cost increased to 1905 (1270) and speed reduced to 2.592 (3.24). Core Construction Hovercraft energy cost increased to 6446 (4297) and speed reduced to 2.696 (3.37). Core Scrubber energy cost increased to 1400 (933) and speed reduced to 3.16 (4.26). Core Snapper energy cost increased to 4610 (3073) and speed reduced to 2.784 (3.48). Core Slinger energy cost increased to 2238 (1492) and speed reduced to 2.736 (3.42). Core Nixer energy cost increased to 4851 (3234) and speed reduced to 2.032 (2.54). Core Navarone energy cost increased to 2630 (1753) and speed reduced to 2.032 (2.54). Core Turtle energy cost increased to 9686 (6457) and speed reduced to 3.0 (3.75). Core Watcher energy cost increased to 2478 (1652) and speed reduced to 2.84 (3.55). Core Blotter energy cost increased to 2034 (1356) and speed reduced to 2.36 (2.95). Core Clasher energy cost increased to 8964 (5976) and speed reduced to 2.16 (2.7). Arm Janus metal cost decreased to 149 (185), energy cost decreased to 1405 (1745), buildtime decreased to 1916 (2379), armor decreased to 402 (560), turn rate increased to 325 (280), and turret turn speed increased to 92 (80). Arm Janus weapon [JANUS_ROCKET] reload decreased to 3.268 (5.0), range decreased to 465 (620), and damage decreased to 415 (422). Core Dominator armor increased to 940 (492). Core Dominator weapon [CORHRK_ROCKET] damage decreased to 1548 (2958). Arm and Core Heavy Mine and explosion [MINE_HEAVY] special damage to Arm and Core Commanders set to 1000 (previously default of 5850). Arm and Core Naval Heavy Mine explosion [FMINE_HEAVY] special damage to Arm and Core Commanders set to 1000 (previously default of 5850). Arm Metal Extractor metal cost decreased to 75 (100), energy cost reduced to 413 (550), armor decreased to 225 (340), and buildtime decreased to 1125 (1500). Core Metal Extractor metal cost decreased to 77 (102), energy cost reduced to 421 (561), armor decreased to 254 (350), and buildtime decreased to 1177 (1569). Arm Underwater Metal Extractor metal cost decreased to 83 (110), energy cost reduced to 908 (1210), armor decreased to 249 (330), buildtime decreased to 1238 (1650), and energy use increased to 7.5 (6.7). Core Underwater Metal Extractor metal cost decreased to 84 (112), energy cost reduced to 924 (1232), armor decreased to 277 (355), buildtime decreased to 1292 (1723), and energy use increased to 7.5 (6.7). Arm Moho Mine metal cost decreased to 450 (600), energy cost reduced to 4950 (6600), armor decreased to 1350 (3000), and buildtime decreased to 6750 (9000). Core Moho Mine metal cost decreased to 459 (612), energy cost reduced to 5049 (6732), armor decreased to 1515 (3500), and buildtime decreased to 7061 (9415). Arm Underwater Moho Mine metal cost decreased to 495 (660), energy cost reduced to 10890 (14520), armor decreased to 1485 (2053), buildtime decreased to 7425 (9900), and energy use increased to 75 (67). Core Underwater Moho Mine metal cost decreased to 505 (673), energy cost reduced to 11105 (14806), armor decreased to 1667 (2395), buildtime decreased to 7766 (10354), and energy use increased to 75 (67). Arm Wind Generator metal cost increased to 109 (72), energy cost decreased to 150 (380), buildtime increased to 1635 (1080), armor reduced to 109 (176). Core Wind Generator metal cost increased to 106 (70), energy cost decreased to 146 (396), buildtime increased to 1631 (1050), armor reduced to 117 (179). NOTE: Wind Generators now cost about 3/4s the metal of a Solar Collector, but about 1/5 the energy. This means at when bringing in more than 15 energy, they are more cost effective, metal cost wise, than Solar Collectors, but are more efficient, energy cost wise, at anything over 4 energy per second. This makes them very nice for when you need to bring in energy but have little to begin with, since the energy costs are so low, at the trade-off of potentially spending more metal than you would have with Solar Collectors. Arm and Core Wind Generator destroyed explosion set to [SMALL_BUILDINGEX] ([WIND_GEN]). NOTE: Although the explosion from destroyed Wind Generators will still damage other nearby Wind Generators, they will no longer blow up in a chain reaction as before, even when built next to each other in lines. This is an experiment to see how much this affects Wind Generator usage, their efficiency, vulnerability to raiding, etc. Arm PomPom category changed to CTRL_W (CTRL+W). NOTE: Thanks to CasualCriminal for spotting this. Arm Recluse turnrate decreased to 510 (1020). Arm Recluse weapon [ADV_ROCKET] turnrate reduced to 0 (1000). Core Termite turnrate decreased to 480 (960). Core Buzzsaw weapon [CORBUZZ_WEAPON] (in)accuracy decreased to 3080 (3500). Arm Big Bertha weapon [ARM_BERTHACANNON] (in)accuracy increased to 1400 (750). Core Intimidator weapon [CORE_INTIMIDATOR] (in)accuracy increased to 1540 (825). Arm and Core Deep Core Moho Mine MaxWaterDepth set to 255 (0) and description changed to "Adv. Submersible Moho Metal Extractor" ("Advanced Moho Metal Extractor"). NOTE: This allows the Deep Core Moho Mine to be used on underwater metal deposits as well as one on dry ground. Arm Shellshocker weapon [TAWF113_weapon] range reduced to 600 (840) and damage increased to 330 (236). Core Wolverine weapon [CORWOLV_GUN] range reduced to 600 (840) and damage increased to 375 (268). NOTE: This puts the level 1 vehicle artillery at the same range as the level 1 KBot artillery (Arm Hammers and Core Thuds). The Arm Radical and Core Blocker have a range of 630, so this should help them to be more useful against level 1 artillery, while not serving as a hard counter. Arm Hermes special damages to all but air set to 0. Arm Protector damage modifier reduced to 0.17 (0.5). Core Fortitude damage modifier reduced to 0.17 (0.5). Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] weaponvelocity reduced to 900 (1200). Arm Scarab weapon [ARMSCAB_WEAPON] startvelocity set to 400 (previously 0). Core Hedgehog weapon [CORMABM_WEAPON] startvelocity set to 400 (previously 0). Arm Protector weapon [AMD_ROCKET] weaponvelocity increased to 1200 (900), startvelocity set to 1200 (previously 0), and area of effect decreased to 120 (420). Core Fortitude weapon [FMD_ROCKET] weaponvelocity increased to 1200 (900), startvelocity set to 1200 (previously 0), and area of effect decreased to 120 (420). Anti-Nuke Silo changes should help prevent a single anti-nuke missile from intercepting multiple incoming nuclear missiles. They will also help them to intercept the incoming missiles more easily. Additionally, anti-nuke silos (Arm Protector and Core Fortitude) have had their scripts fixed up (They had been butchered at some point previously), and so they will animate correctly, and have extra armor when closed. This means that they can withstand a direct hit from a tactical nuclear missile and survive, if they are closed up. This allows a player who has their anti-nuke silo built, and is working on the first anti-nuke missile to have their anti-nuke silo survive a nuclear strike, and then potentially be ready to intercept the next one. However, the initial nuclear missile will still have detonated, so it will still hurt, but it gives you a chance to stay in the game and get that protection up. A direct hit with a strategic nuclear missile will still destroy a closed anti-nuke silo, though a somewhat near miss may not. Also note that anti-nuke silos can now potentially be overwhelmed if multiple missiles are incoming to their position, since they can only fire so quickly. However, it usually requires several nukes fired from a closer range, thus giving the anti-nuke silo less time to react. Mobile Tactical Nuclear Launchers should do well at this. Arm Radical turret turn rate increased to 100 (90). NOTE: This puts it to the same speed as the Core Blocker, which was already 100. Arm Pit Bull and Core Viper turret turn rate decreased to 100 (200). NOTE: This is to help prevent Pit Bulls and Vipers from completely obsoleting faster defenses like HLTs, as well as to prevent them from being as deadly to gunships. Core Gargoyle secondary and tertiary turret turn rates increased to 200 (150) and 300 (250), respectively. NOTE: This brings them in line with the Doomsday Machine's turret turn rates. Arm Bulldog weapon [ARM_BULL] damage increased to 1521 (1402), range increased to 515 (475), and reload increased to 3.0 (2.55). Core Goliath weapon [COR_GOL] damage increased to 1865 (1462), range decreased to 475 (515), and reload increased to 3.294 (2.8). Arm Demolisher metal cost reduced to 641 (879), energy cost reduced to 12088 (16576), buildtime reduced to 8241 (11301), and armor decreased to 4081 (5594). Arm Demolisher weapon [ARM_HLIGHTNING] range reduced to 450 (520), damage decreased to 897 (1065), and energy per shot reduced to 297 (407). Core Rapier weapon [VTOL_ROCKET] edge effectiveness reduced to 0 (0.2). Core Cutlass weapon [VTOL_ROCKET2] edge effectiveness reduced to 0 (0.2). Core Leveler armor increased to 2004 (2002). Core Leveler weapon [CORLEVLR_WEAPON] damage increased to 320 (254), range decreased to 300 (350), reload increased to 2.0 (1.85), and edge effectiveness reduced to 0 (0.2). Set Core Metal Extractors Limit to 0 on the Gentle level AI, the same as Arm Metal Extractors already were, so as to hopefully encourage the AI to build the special AI only metal extractors and avoid energy stalling the Gentle AI. Arm and Core Deep Core Moho Mine and Micro Fusion have been added to the SIDEDATA.TDF file. Fixed error that could possibly cause AI Core Advanced Construction Vehicles and Advanced Construction Aircraft to try to build Core Level 1 KBot Labs instead of Level 1 Vehicle Plants and Level 1 Aircraft Plants, respectively. The Core Fortification Turret had both the Core Dragon's Eye and the Core Urchin set to Menu 3 Button 5, although only the Dragon's Eye showed, replacing the Urchin. This has been fixed. Arm and Core Advanced Fortification Turret have had Dragon's Teeth and Shark's Teeth added to their build menus. Core Limiter was missing the Dragon's Eye from its build menu. This has been fixed. Core Morty weapon [CORE_MORT] (in)accuracy increased to 600 (400). Arm Maverick speed reduced to 1.25 (1.5). Arm level 1 and advanced shipyards waterline decreased to 15 (22). NOTE: Previously, both Arm and Core shipyards had WaterLine=22; However, Arm ones seem to sit much deeper in the water, so I adjusted their waterline to help them to stick out of the water roughly as much as the Core ones, which affects the ability of units to target them. ***Total Annihilation: Twilight v1.5a*** September 13th, 2007 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.5a" instead of "Total Annihilation: Twilight v1.5". Changed the version number in the upper left of the Battle Room so that it displays "TA:T v1.5a" instead of "TA:T v1.5". Replaced the Core Juno with the Arm Juno in the Core Advanced Construction KBot, Vehicle, Aircraft, and Construction Seaplane build menus. Removed the Core Juno. Renamed the "Arm Juno" to the "Juno". NOTE: This change is to consolidate the Arm and Core Juno units into just one. They were almost identical anyway. The reason is that Total Annihilation: Twilight is running up against the 512 unit limit of the TA engine. As far as I can see, TA:T only had 510 units, and since the TA Demo Recorder adds in a single unit (TADEMO.UFO), that would put it at 511, but I discovered that any multiplayer games recorded as demos in version 1.5 will crash upon trying to replay them, *unless* I removed the TA Demo Recorder unit, so apparently there was a unit limit coming into play somehow. I'll do more research and try to find out where the seemingly "extra" unit is coming from, but in the mean time, this new version will have one less unit ID used, and so the replaying of demos shouldn't be an issue. There are more units we can consolidate (Such as the Dragon's Eyes), but for now, this will take care of the immediate problem. Unfortunately, this has the side effect of rendering any saved games (Not recorded demos of multiplayer games, just the saved single player skirmish games) incompatible with the new version. Sorry about the hassle, and thanks for your patience. The Gentle level of the AI will now just build two AI-only metal extractors, and no normal ones. This should make it slightly less lethal and hopefully a bit more...well..."Gentle". Arm Seahawk description changed to "Advanced Radar/Sonar Seaplane" ("dvanced Radar/Sonar Seaplane"). NOTE: This was a typo I introduced in version 1.5. Fixed. Arm Crusader armor increased to 4017 (3684). Arm Crusader weapon [ARM_ROY] reload increased to 2.45 (1.7) and damage increased to 300 (231). Core Enforcer armor increased to 4514 (4046). Core Enforcer weapon [CORE_ROY] reload increased to 2.6 (2.0) and damage increased to 334 (288). Arm Abel and Core Caine movementclass set to BOATD7 (BIGASSBOAT). Core Searcher turn rate decreased to 471 (475). Arm Decade LOS increased to 500 (425) and acceleration increased to 0.06 (0.055). Core Supporter LOS increased to 471 (400), acceleration increased to 0.06 (0.05), and turn rate decreased to 275 (280). Arm Lurker brake rate decreased to 0.015 (0.03), acceleration increased to 0.03 (0.028), and turn rate decreased to 290 (400). Core Snake brake rate decreased to 0.015 (0.03), acceleration decreased to 0.03 (0.04), and turn rate decreased to 275 (440). Arm Crusader brake rate decreased to 0.012 (0.04) and acceleration decreased to 0.04 (0.05). Core Enforcer brake rate decreased to 0.012 (0.044), and turn rate increased to 171 (160). Arm Viking brake rate decreased to 0.012 (0.018). Core Cronus brake rate decreased to 0.012 (0.019), acceleration increased to 0.03 (0.026), and turn rate increased to 124 (120). Arm Conqueror brake rate decreased to 0.01 (0.05), and acceleration decreased to 0.03 (0.04). Core Executioner brake rate decreased to 0.01 (0.05), acceleration decreased to 0.03 (0.035), and turn rate decreased to 133 (135). Arm Piranha brake rate decreased to 0.01 (0.018) and turn rate decreased to 140 (256). Core Shark brake rate decreased to 0.01 (0.02), acceleration decreased to 0.015 (0.025), and turn rate decreased to 133 (290). Arm Millennium brake rate decreased to 0.007 (0.025) and acceleration decreased to 0.02 (0.03). Core Warlord brake rate decreased to 0.007 (0.02), acceleration decreased to 0.02 (0.025), and turn rate decreased to 95 (96). Arm Sea Serpent brake rate decreased to 0.007 (0.015), acceleration decreased to 0.01 (0.02), and turn rate decreased to 100 (180). Core Leviathan brake rate decreased to 0.007 (0.018), acceleration decreased to 0.01 (0.03), and turn rate decreased to 95 (200). Arm Micro and Core 0011 (Light mines) energy cost decreased to 325 (350). Arm Micro and Core 0011 (Light mines) destroyed and destruct explosion [MINE_LIGHT] damage increased to 650 (350) and special damages to minelayer units set to 6.5 (10 for all except mine layer ships, which were 100). Arm Kilo and Core 0110 (Medium mines) energy cost increased to 975 (950), metal cost decreased to 16 (17), and cloaking cost increased to 3 (2). Arm Kilo and Core 0110 (Medium mines) destroyed and destruct explosion [MINE_MEDIUM] damage increased to 1950 (950) and special damages to minelayer units set to 19.5 (15 for all except mine layer ships, which were 150). Arm Mega and Core 1100 (Heavy mines) energy cost increased to 2925 (1750), metal cost decreased to 32 (35), build time increased to 1350 (900), and cloaking cost increased to 9 (3). Arm Mega and Core 1100 (Heavy mines) destroyed and destruct explosion [MINE_HEAVY] damage increased to 5850 (1750) and special damages to minelayer units set to 58.5 (25 for all except mine layer ships, which were 200). Arm EMP Mine energy cost reduced to 3000 (5250), metal cost reduced to 32 (35), and cloak cost increased to 9 (1). Core Neutron Mine energy cost reduced to 3000 (4750), metal cost reduced to 32 (35), and cloak cost increased to 9 (1). Arm Micro NS and Core 0011 NS (Light naval mines) energy cost decreased to 650 (750), metal cost increased to 16 (12), and build time increased to 900 (600). Arm Micro NS and Core 0011 NS (Light naval mines) destroyed and destruct explosion [FMINE_LIGHT] damage increased to 1950 (750) and special damages to minelayer units set to 19.5 (10 for all except mine layer ships, which were 100). Arm Mega NS and Core 1100 NS (Heavy naval mines) energy cost decreased to 1950 (2625), metal cost decreased to 32 (52), and build time increased to 1350 (900). Arm Mega NS and Core 1100 NS (Heavy naval mines) destroyed and destruct explosion [FMINE_HEAVY] damage increased to 5850 (2625) and special damages to minelayer units set to 58.5 (25 for all except mine layer ships, which were 200). Arm EMP Mine NS energy cost reduced to 3000 (7875), metal cost reduced to 32 (52), and cloak cost increased to 9 (1). Core Neutron Mine NS energy cost reduced to 3000 (7875), metal cost reduced to 32 (52), and cloak cost increased to 9 (1). Arm and Core Nuclear Mine and Underwater Nuclear Mine buildtime reduced to 5400 (13500). [ARMEMPM_WEAPON] weapon is now unused. [CORTRONM_WEAPON] weapon is now unused. [FMINE_EMP] weapon renamed to [EMP_MINE]. [FMINE_TRON] weapon renamed to [NEUTRON_MINE]. Arm Infiltrator self-destruct explosion set to [EMP_MINE] ([ARMEMPM_WEAPON]). Core Parasite self-destruct explosion set to [NEUTRON_MINE] ([ARMEMPM_WEAPON]). Arm EMP Mine destroyed and self-destruct explosion set to [EMP_MINE] ([ARMEMPM_WEAPON]). Core Neutron Mine destroyed and self-destruct explosion set to [NEUTRON_MINE] ([CORTRONM_WEAPON]). Arm EMP Mine NS destroyed and self-destruct explosion set to [EMP_MINE] ([FMINE_EMP]). Core Neutron Mine NS destroyed and self-destruct explosion set to [NEUTRON_MINE] ([FMINE_TRON]). Arm Eraser speed increased to 1.47 (1.4) and brake rate increased to 0.22 (0.12). Core Spectre speed increased to 1.34 (1.27) and brake rate increased to 0.2 (0.12). Core Deleter speed increased to 2.36 (2.35) and brake rate decreased to 0.012 (0.014). Arm Fortification Wall HLT Post LOS increased to 730 (650). Core Fortification Wall HLT Post LOS increased to 700 (590). Core Aries damage modifier removed. NOTE: This was set to 0.4, so that the Aries took only 40% of normal damage whenever it was actively targeting a unit. Since the Arm PomPom doesn't do this, I have removed the capability from the Aries (Thanks for pointing this out, Pip!). Arm Podger has had the Dragon's Eye added to its build menu. Core Spoiler has had the Dragon's Eye added to its build menu. Core Scorpion has had the Dragon's Eye added to its build menu. Arm Valiant has had the Dragon's Eye added to its build menu. Core Limiter has had the Dragon's Eye added to its build menu. Arm Dragon's Claw added to the Arm Fortification Turret build menu. Core Dragon's Maw added to the Core Fortification Turret build menu. Arm Dragon's Eye added to the Arm Advanced Fortification Turret build menu. Core Dragon's Eye added to the Core Advanced Fortification Turret build menu. Arm Consul has had the Arm Pit Bull removed from the build menu and the following units added: Arm Fortification Post/Walls/Gates/HLT Posts Arm PACKO Arm Chainsaw Arm Dragon's Claw Arm Beamer Arm Sentinel Arm Radical Arm Guardian Arm Shark's Teeth Arm Sonar Station Arm Harpoon Arm Sentry Arm Stingray Arm Moray Core Freaker has had the Core Viper removed from the build menu and the following units added: Core Fortification Post/Walls/Gates/HLT Posts Core SAM Core Eradicator Core Dragon's Maw Core HLLT Core Gaat Gun Core Blocker Core Punisher Core Shark's Teeth Core Sonar Station Core Urchin Core Stinger Core Thunderbolt Core Lamprey Arm Harpoon and Core Urchin waterline decreased to 3 (10). NOTE: This causes the Torpedo Launchers to sit a bit higher in the water. Previously, ships with direct fire weapons like the Corvettes (Arm Decade and Core Supporter) and the Cruisers (Arm Conqueror and Core Executioner) often hit the water as they were aiming at a spot on the Torpedo Launcher that was under water, meaning they missed frequently and sometimes got killed as a result. Now, the part they were aiming at should be closer to the surface, so they'll be much more likely to hit when they should, instead of shooting into the water just in front of the Torpedo Launcher itself. Arm Skeeter and Core Searcher weapon [ARMPT_LASER] tolerance increased to 4500 (2000). Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] tolerance increased to 4500 (2000). Arm Archer metal cost decreased to 1129 (1515), energy cost decreased to 12702 (17045), build time decreased to 10887 (14610), and armor decreased to 4130 (4698). Core Shredder metal cost decreased to 1167 (1566), energy cost decreased to 13129 (17618), build time decreased to 11542 (15488), and armor increased to 4854 (4698). Arm Millennium sightrange (LOS) increased to 1400 (1000). Core Warlord sightrange (LOS) increased to 1350 (950). ***Total Annihilation: Twilight v1.5*** September 1st, 2007 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.5" instead of "Total Annihilation: Twilight v1.4". Changed the version number in the upper left of the Battle Room so that it displays "TA:T v1.5" instead of "TA:T v1.4". AI CHANGES: The AI has been rebuilt from the ground up, and should be overall improved, especially with regard to being a more effective defender against earlier rushes, not building useless units, and focusing mostly on the main attack units for a given factory, instead of just randomly building a few of everything. This is the first iteration of the new TA:T AI, so it will likely need further adjusting, tweaking, and so forth. Feedback, suggestions, etc, are always welcome. Remember, you must delete the old "ai" directory under your TOTALA directory and copy over the new one from the installation to get the updated AI. Additionally, I have created different versions of the AI that use only a restricted set of units. The different versions are below: Normal (No Tree Restrictions) Ground only (KBots and Vehicles only. Includes Hovercraft Platforms) KBots only Vehicles only Aircraft only Water only (Includes Floating Hovercraft Platforms, Amphibious Complexes, and Seaplane Platforms) and then a level 1 version of each of the above (Level 1 units only, level 1 ground only, level 1 KBots only, etc). I have included batch files to automatically swap in the desired profile. The profiles and batch files are located in the "profiles" sub-directory of the ai directory (Most likely CAVEDOG\TOTALA\AI\profiles).The batch files may be run at the command prompt or double clicked through Windows. As might be obvious, you should exit TA before changing profiles, and then restart the game for the change to take effect. Running the "AI-MENU.bat" file will display a menu listing the different profiles and the batch file to run for each. The menu is also presented here: Normal (No Restrictions): Run n.bat Normal Level 1 only: Run n1.bat Ground (Veh/KBots/Hover) only: Run g.bat Ground (Veh/KBots) Level 1 only: Run g1.bat Kbots only: Run k.bat Kbots Level 1 only: Run k1.bat Vehicles only: Run v.bat Vehicles Level 1 only: Run v1.bat Aircraft only: Run a.bat Aircraft Level 1 only: Run a1.bat Water only: Run w.bat Water Level 1 only: Run w1.bat n, n1, etc, are batch files that will replace all of the AI map profiles (Such as default.txt, airbattle.txt, urban.txt, etc) with AI profiles restricted to the units of your choosing. This will allow you to experiment with playing strategies against a specific tech tree. For example, you might choose the aircraft only profile, and then play a game to practice defending against aircraft or aerial combat in general. Or, you can pick a profile to finetune your game experience to your choosing. You may want to play a game where the AI does not use air, so you can focus on ground strategy, or a game where only level 1 KBots can be built by the AI (This would also probably give you a strong advantage in the long term, should you make it to advanced tech yourself). The three skill levels of "Gentle|Moderate|Suicide" are approximate, and Gentle may still be fairly difficult for the beginning player. Again, feedback here would be appreciated. Post on the TA:T forums or send me email at twilight13@gmail.com. Edited the Arm and Core AI only versions of the Advanced Vehicle and Advanced Aircraft factory .TDF files, to ensure that they will build the units they are supposed to build. Edited the SIDEDATA.TDF file to match the build list of the units that the AI will actually be building, including adding an entry for the Amphibious Complex for each side. NEW UNITS: Core Berserker, a Medium Infantry KBot, is now available in the level 1 Core KBot Lab. Core Berserker buildtime set to 2732, energy cost set to 2516, metal cost set to 172, armor set to 1010, and speed set to 1.41. Core Berserker weapon [BERSERK] reload set to 1.0, range set to 300, and damage set to 41. NOTE: The Berserker is the rough Core equivalent to the Arm Warrior. Core Gargoyle, a Mobile Energy Weapon, is now available in the Core Gantry. Core Gargoyle buildtime set to 80150, energy cost set to 53248, metal cost set to 5566, armor set to 15341, and speed set to 0.65. NOTE: I have gone through and standardized the buildtimes and energy costs of all level 1 and level 2 mobile units, and many of the buildings. This was to help avoid situations where unit X costs 200 metal, and unit Y costs 227 metal, but unit Y takes almost twice as long to build, despite being in the same general category of unit. This means that the speed factories build most units is based on the metal cost of that unit, although there are some exceptions, particularly with units that have heavy energy costs. This also allowed me to find units that had energy costs set too high. For example, the Arm PACKO, is a heavier anti-air defense, and should be used with Defenders to give a heavier punch and better range, much as you would mix in an HLT with LLTs. However, let's compare the energy used while building them. Previously, a single Construction Vehicle building a Defender was using about 68 energy per second while building. That same single Construction Vehicle building a PACKO was using about 138 energy per second while building. The Defender costs 79 metal, and the PACKO cost 287 metal, roughly 3.5 times as much. The Defender costs 843 energy, and the PACKO costs 4543 energy. You expect it to cost more energy overall, since it costs more metal overall, and it does, but the much higher energy drain rate tips us off that something may be wrong. The PACKO costs about 3.5 times more metal than the Defender, as stated before, but it costs almost 5.5 times more energy, which explains why there is such a heavy energy drain when building them. Since it will take more than 30 seconds to build, 138 energy per second will be very difficult to sustain, especially if you are trying to build one before mid-game, which is entirely reasonable to expect. We know how taxing on your energy supplies it is to build a Geothermal Powerplant, and building an Arm Geo with a single Construction Vehicle drains about 144 energy per second, only slightly more (though of course for a longer period). We could increase the buildtime on the PACKO, so it only drained about as much energy per second as the Defender, but then it would take more than twice as long to build as it currently does, over a minute, which seems silly given its cost. It makes more sense for the PACKO to drain roughly the same amount of energy per second while building, and just take about 3.5 times as long to build, since it costs about that much more metal anyway. If you take the Defender's energy cost divided by the metal cost, you get about 10.6 energy per metal. Do the same with the PACKO, and you get about 15.8 energy per metal. Previously many counter-intuitive things like this existed, and so I've tried to even most of the unit's energy and metal drains and energy to metal ratios. Additionally, I've altered the overall general "speed" at which different types of units are built. For example, the vehicle plant can turn X amount of metal into a unit faster than a KBot lab can, due to fewer moving parts and reduced complexity. The difference isn't huge; about 5.8 metal per second on the Arm KBot Lab, and about 7 metal per second on the Arm Vehicle Plant. The Shipyard drains metal even a bit faster than the Vehicle Plant. Aircraft Plants, on the other hand, are roughly equivalent to the KBot Lab. This means that KBots might be a better choice when you don't have quite as much metal coming in, since you'll build more individual units, since most KBots cost less than most vehicles, but at a lower overall drain on your metal. The difference should be enough to give them a little more "flavor", whilst still keeping all tech trees pretty viable in all situations. There will just be a little bit more to consider, strategic depth-wise. Arm factories build (drain metal while building) slightly faster than Core factories, a difference of about 2.5%. Advanced Factories build at three times the rate of of their level 1 counterparts, so Advanced Vehicle Plants still drain a bit more metal per second building most units than the Advanced KBot Lab. This means that most (but not all) advanced units will build somewhat faster than previously. In many cases, most advanced units required substantial construction assistance to help them build in a more useful time. Assistance will still be beneficial, but should be less necessary so quickly. This also means that trying to building advanced technology units or structures before your economy is robust enough to support it (Or before you have sufficient energy and metal storage), can speedily cause your war machine to grind to a halt. Overstepping yourself has always had its penalties. The Hovercraft Platforms drain about twice the amount as a level 1 vehicle plant, making them a nice mid-range factory. The Amphibious Complexes drain as quickly as a level 3 Factory, but are balanced by their very limited selection of units. To keep the workertime numbers from becoming unintuitive, I've changed the workertime on all advanced factories from 210 to 270, which is 3 times the 90 workertime of the level 1 factories. I could have just changed the buildtimes on the units to achieve the triple drain, but figured it made more sense to keep the numbers consistent. In the same vein, the advanced construction units now have triple the workertime of their level 1 counterparts, instead of double (For example, Construction Vehicles now have a worker time of 450 instead of 300). This was because otherwise level 1 structures would be less efficient to build, since level 2 structures would be draining triple the amount when built by an advanced construction unit, compared to a level 1 construction unit building a level 1 structure, but the *number* on the workertime for the advanced construction unit would be only double the level 1 unit's, even though it was "building" three times as fast. Again, it's a case of making the numbers consistent, and won't affect most things differently anyway, since the drain is the same for advanced construction units either way. Likewise, the Gantries have had their workertime numbers changed to reflect their resource drain compared to other factories. A lot of this may or may not be interesting to the reader, depending on how much they like to know about what is going on under the "hood/bonnet". If you don't understand/care about the above, you can safely skip over it. The essential summary is this: SUMMARY: Buildtimes and energy costs were standardized, and should be more consistent now. Many units that cost too much energy, or took too long to build for what they cost, have been fixed (The Arm Demolisher was building close to as slowly, metal drain wise, as a Flash tank, for example). This standardization means that, should things end up building too slow or too fast, or costing too much energy, or too little, I can change most things all at once by simply increasing or reducing them by a percentage, instead of having to hand-adjust each individual unit, although some of that is almost always necessary. BUILDTIME/ENERGY COST STANDARDIZATION: Arm Construction Vehicle buildtime reduced to 2623 (3641) and energy cost increased to 2914 (2138). Arm Beaver buildtime reduced to 2980 (3641), energy cost increased to 4371 (3207), and metal cost reduced to 204 (306). Arm Jeffy buildtime reduced to 450 (709) and energy cost reduced to 330 (529). Arm Jeffy weapon [ARM_LASER] energy per shot reduced to 0 (2). Arm Flash buildtime reduced to 1337 (1756) and energy cost increased to 980 (970). Arm Pincer buildtime reduced to 1376 (1807) and energy cost increased to 1514 (1331). Arm Samson buildtime reduced to 1337 (1390) and energy cost reduced to 980 (1225). Arm Stumpy buildtime increased to 2893 (2792) and energy cost increased to 2122 (1679). Arm Shellshocker buildtime reduced to 1286 (1493) and energy cost increased to 943 (846). Arm Podger buildtime reduced to 1324 (2519), energy cost increased to 1456 (1031), and description changed to "Minelayer/Sweeper w/Anti-Mine Rocket" ("Minelayer/Minesweeper"). Arm Courier buildtime reduced to 3793 (4868) and energy cost increased to 2782 (2247). Arm Janus buildtime increased to 2379 (2329) and energy cost decreased to 1745 (1933). Arm Lemming buildtime increased to 1017 (835), turnrate increased to 550 (360), speed decreased to 3.63 (3.8), armor increased to 254 (80), movementclass changed to TANKSH2 (KBOTSS2), and description changed to "Light Rolling Bomb" ("Swarming Death"). Arm Lemming destroyed and self-destruct explosion [ARMLEMM_KILLED] edge effectiveness reduced to 0 (0.5), default damage increased to 238 (180), special damage to Lemmings increased to 23 (14), and special damages removed for Arm Metal Extractor, AI only Metal Extractor, Moho Mine, Freedom Fighter, Hawk, Tornado, Banshee, Brawler, Saber, and Bee, and Core Metal Extractor, AI only Metal Extractor, Moho Mine, Exploiter, Moho Exploiter, Avenger, Vamp, Voodoo, Venom, Rapier, Cutlass, and Bladewing. Core Construction Vehicle buildtime reduced to 2859 (3873) and energy cost increased to 3110 (2275). Core Muskrat buildtime reduced to 3259 (3873) and energy cost increased to 4664 (3413), and metal cost reduced to 217 (325). Core Weasel buildtime reduced to 501 (815) and energy cost reduced to 358 (597). Core Weasel weapon [CORE_LASER] energy per shot reduced to 0 (2). Core Instigator buildtime reduced to 1410 (1854) and energy cost reduced to 1009 (1048). Core Instigator weapon [GATOR_LASER] energy per shot reduced to 0 (1). Core Garpike buildtime reduced to 1449 (1906) and energy cost increased to 1555 (1436). Core Slasher and buildtime reduced to 1397 (1461) and energy cost reduced to 1000 (1225). Core Raider buildtime reduced to 2943 (2997) and energy cost increased to 2178 (1810). Core Wolverine buildtime reduced to 1357 (1576) and energy cost increased to 971 (864). Core Spoiler buildtime reduced to 1410 (2640), energy cost increased to 1513 (1117), and description changed to "Minelayer/Sweeper w/Anti-Mine Rocket" ("Minelayer/Minesweeper"). Core Emissary buildtime reduced to 4006 (5000) and energy cost increased to 2867 (2321). Core Leveler buildtime reduced to 3769 (3957) and energy cost increased to 4045 (3553). Core Leveler weapon [CORLEVLR_WEAPON] reload increased to 1.85 (1.21), damage increased to 254 (166), special damage to Core Leveler increased to 46 (30), and edge effectiveness increased to 0.2 (0.1). Core Shodan metal cost increased to 275 (98), energy cost increased to 2593 (1260), build time increased to 3624 (1948), armor increased to 1976 (356), speed reduced to 1.6 (2.4), brake rate decreased to 0.015 (0.03), turn rate increased to 220 (145), and description changed to "Mobile Laser Defense" ("Mobile LLT Turret"). Core Shodan weapon changed to CORFAST_WEAPON (CORE_LIGHTLASER). Arm Construction KBot buildtime decreased to 1250 (2057) and energy cost reduced to 1181 (1208). Arm Peewee buildtime increased to 617 (607), energy cost increased to 388 (380), and description changed to "Light Infantry Kbot" ("Infantry Kbot"). Arm Hammer buildtime increased to 849 (754) and energy cost increased to 535 (465). Arm Rocko buildtime increased to 1358 (1275) and energy cost increased to 855 (832). Arm Jethro buildtime increased to 617 (535) and energy cost reduced to 388 (480). Arm Flea buildtime decreased to 201 (239), energy cost reduced to 127 (171), and description changed to "Fast Scout KBot" ("Fast Attack Kbot"). Arm Flea weapon [FLEA_LASER] energy per shot reduced to 0 (2). Arm Warrior buildtime decreased to 2469 (3443), energy cost decreased to 2332 (3088), metal cost reduced to 160 (252), armor reduced to 849 (1336), speed increased to 1.55 (1.36), BadTargetCategory set to VTOL (ANTILASER), and wpri_badTargetCategory set to VTOL (ANTILASER). Arm Warrior weapon [ARMWAR_LASER] renamed to [ARMWAR_GAUSS]. Arm Warrior weapon [ARMWAR_GAUSS] reload increased to 0.5 (0.41) and damage decreased to 77 (99). NOTE: This puts the Warrior more at level 1 KBots levels, since at the old cost of 252 metal it was a fair amount more expensive than Pyros or Zippers. However, at 4 times the cost of a Peewee, it is still a heavier unit good for supporting lighter units, or in groups as a more powerful attack squad in the later stages of level 1 warfare. Core Construction KBot buildtime decreased to 1366 (2184) and energy cost reduced to 1258 (1283). Core A.K. buildtime increased to 683 (675), energy cost decreased to 419 (429), and description changed to "Light Infantry Kbot" ("Infantry Kbot"). Core A.K. weapon [AK_LASER] energy per shot reduced to 0 (1). Core Thud buildtime increased to 937 (821) and energy cost increased to 575 (495). Core Storm buildtime increased to 1429 (1313) and energy cost increased to 877 (876). Core Crasher buildtime increased to 651 (565) and energy cost reduced to 400 (504). Core Scorpion buildtime decreased to 683 (977), metal cost increased to 43 (36), energy cost reduced to 629 (878), and armor increased to 77 (65). Arm Construction Aircraft metal cost increased to 138 (105), energy cost increased to 2764 (2100), build time reduced to 2231 (4558), and armor increased to 282 (280). Arm Freedom Fighter build time reduced to 647 (1368), energy cost reduced to 534 (794), and armor decreased to 82 (123). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] special damages to level 1 bombers reduced to 63 (126) and tolerance increased to 16000 (8000). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] special damages to level 1 bombers reduced to 56 (111) and tolerance increased to 16000 (8000). NOTE: Special damages to bombers/torpedo aircraft from fighters (Both level 1 and level 2) are being cut by 50%, but bombers/torpedo aircraft armor is also being cut by 50%. Arm Peeper build time reduced to 485 (1084) and energy cost increased to 801 (670). Arm Atlas build time reduced to 1730 (2975) and energy cost reduced to 1429 (2479). Arm Thunder build time reduced to 1778 (2698), energy cost reduced to 2203 (2248), armor reduced to 225 (450), and attackrunlength increased to 150 (130). Arm Bee build time reduced to 1570 (3039). Arm Banshee build time increased to 1762 (1756). Arm Banshee weapon [MED_EMG] turnrate decreased to 5000 (15000). Core Construction Aircraft metal cost increased to 145 (110), energy cost increased to 2902 (2226), build time reduced to 2402 (4786), and armor increased to 326 (323). Core Venom build time increased to 1855 (1854) and energy cost reduced to 1494 (1646). Core Venom weapon [VENOM_LASER] energy per shot reduced to 0 (1). Core Avenger build time reduced to 679 (1402), energy cost reduced to 547 (845), and armor decreased to 95 (142). Core Fink build time reduced to 530 (1111) and energy cost increased to 854 (713). Core Valkyrie build time reduced to 1905 (3125) and energy cost reduced to 1535 (2695). Core Shadow build time reduced to 1872 (2819), energy cost reduced to 2262 (2349), armor reduced to 254 (509), and attackrunlength increased to 167 (130). Core Bladewing build time reduced to 1707 (3073). Arm Construction Ship buildtime reduced to 2459 (5121) and energy cost increased to 2869 (2130). Arm Skeeter buildtime reduced to 1013 (1641) and energy cost increased to 788 (643). Arm Skeeter and Core Searcher weapon [ARMPT_LASER] energy per shot reduced to 0 (5). Arm Decade buildtime reduced to 3086 (4467) and energy cost decreased to 2400 (3146). Arm Crusader buildtime reduced to 7097 (8688) and energy cost decreased to 5520 (7337). Arm Hulk buildtime reduced to 3905 (5822) and energy cost reduced to 3037 (4639). Arm Lurker buildtime reduced to 4291 (6538) and energy cost increased to 5006 (3674). Arm Valiant buildtime reduced to 1369 (3247) and energy cost decreased to 1597 (1725). Core Construction Ship buildtime reduced to 2571 (5537) and energy cost increased to 2925 (2287). Core Searcher buildtime reduced to 1068 (1691) and energy cost increased to 810 (655). Core Supporter buildtime reduced to 3274 (4874) and energy cost decreased to 2483 (3335). Core Enforcer buildtime reduced to 7437 (9000) and energy cost decreased to 5640 (7718). Core Envoy buildtime reduced to 4124 (6000) and energy cost decreased to 3127 (4786). Core Snake buildtime reduced to 4451 (6595) and energy cost increased to 5063 (3719). Core Limiter buildtime reduced to 1464 (3352) and energy cost decreased to 1665 (1902). Arm Hovercraft Platform workertime decreased to 180 (210). Arm Floating Hovercraft Platform workertime decreased to 180 (210). Arm Construction Hovercraft metal cost increased to 286 (204), energy cost increased to 4054 (2138), buildtime decreased to 3677 (5664), and armor increased to 1820 (1298). Arm Skimmer buildtime decreased to 1234 (2520) and energy cost decreased to 905 (1169). Arm Anaconda buildtime decreased to 4089 (6138) and energy cost increased to 2998 (2856). Arm Mausser buildtime decreased to 2250 (4865) and energy cost reduced to 1650 (1975). Arm Swatter metal cost increased to 147 (120), energy cost decreased to 1386 (1444), buildtime decreased to 1890 (2495), and armor increased to 446 (365). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] reload decreased to 1.21 (1.33), range increased to 700 (560), and damage decreased to 112 (126). Arm Wombat buildtime decreased to 4179 (9298) and energy cost decreased to 3064 (4131). Arm Bear buildtime decreased to 8550 (17038) and energy cost decreased to 6270 (7938). Arm Concealer buildtime decreased to 1778 (6973), energy use increased to 36 (26.5), and energy make increased to 9 (6.5). Arm Spotter buildtime decreased to 2074 (7281). Core Hovercraft Platform workertime decreased to 180 (210). Core Floating Hovercraft Platform workertime decreased to 180 (210). Core Construction Hovercraft metal cost increased to 304 (217), energy cost increased to 4297 (2275), buildtime decreased to 4005 (6025), and armor increased to 2128 (1519). Core Scrubber buildtime decreased to 1305 (2599) and energy cost decreased to 933 (1252). Core Snapper buildtime decreased to 4296 (6579) and energy cost increased to 3073 (3069). Core Navarone buildtime decreased to 2451 (5177) and energy cost reduced to 1753 (2099). Core Slinger metal cost increased to 151 (125), energy cost decreased to 1492 (1542), buildtime decreased to 1989 (2680), and armor increased to 517 (434). Core Nixer buildtime decreased to 4520 (9564) and energy cost decreased to 3234 (4432). Core Turtle buildtime decreased to 9027 (17865) and energy cost decreased to 6457 (8177). Core Blotter buildtime decreased to 1895 (7477), energy use increased to 36 (26.5), and energy make increased to 9 (6.5). Core Watcher buildtime decreased to 2309 (7403). Core Halberd buildtime decreased to 8355 (11223) and energy cost decreased to 5976 (8556). Core Halberd has been renamed to the Core Clasher. Arm Amphibious Complex workertime increased to 270 (210). Core Amphibious Complex workertime increased to 270 (210). Arm Advanced Shipyard workertime increased to 270 (210). Arm Advanced Construction Sub buildtime decreased to 7377 (16565), energy cost increased to 8837 (7568), and workertime increased to 630 (420). Arm Abel buildtime decreased to 28929 (46820) and energy cost increased to 22500 (13480). Arm Archer buildtime decreased to 14610 (20433) and energy cost decreased to 17045 (19667). Arm Millennium buildtime decreased to 38871 (78730) and energy cost decreased to 30233 (30731). Arm Millennium and Epoch weapon [ARM_BATSAFT] soundhit changed to BLIGHThit (xplomed2). Arm Atlantis buildtime decreased to 53895 (117460). Arm Colossus buildtime decreased to 60720 (85394) and metalmake increased to 2.5 (1.0). Arm Conqueror buildtime decreased to 12720 (17789) and energy cost increased to 9893 (8608). Arm Ranger buildtime decreased to 12189 (22126) and energy cost increased to 9480 (7628). Arm Death Cavalry buildtime increased to 16889 (13228). Arm Fibber buildtime decreased to 5689 (21048), speed increased to 4.9 (2.4), sonar jamming range increased to 425 (300), ActivateWhenBuilt set to 1 (0), energy use increased to 46.5 (20), and energy make increased to 11.5 (5). Arm Escort buildtime decreased to 3747 (10139). Arm Piranha buildtime decreased to 10106 (17767) and energy cost increased to 11790 (9481). Arm Epoch buildtime decreased to 185220 (276482) and energy cost decreased to 144060 (145665). Arm Sea Serpent buildtime decreased to 38533 (49087) and energy cost increased to 44955 (19702). Arm Viking buildtime decreased to 5901 (7453) and energy cost increased to 4590 (3699). Core Advanced Shipyard workertime increased to 270 (210). Core Advanced Construction Sub buildtime decreased to 7719 (17228), energy cost increased to 9236 (7911), and workertime increased to 630 (420). Core Caine buildtime decreased to 31361 (49723) and energy cost increased to 23782 (14316). Core Shredder buildtime decreased to 15488 (21120) and energy cost decreased to 17618 (20666). Core Warlord buildtime decreased to 41577 (80640) and energy cost decreased to 31530 (31941). Core Warlord and Black Hydra weapon [COR_BATS] soundhit changed to BLIGHThit (xplomed2). Core Zulu buildtime decreased to 107011 (133206). Core Hive buildtime decreased to 68106 (85271) and metalmake increased to 2.5 (1.0). Core Executioner buildtime decreased to 13787 (17950) and energy cost increased to 10455 (8551). Core Messenger buildtime decreased to 12857 (22317) and energy cost increased to 9750 (7804). Core Grim Reaper buildtime increased to 18226 (13565). Core Nautilus buildtime decreased to 8180 (19250). Core Phantom buildtime decreased to 4227 (10616). Core Shark buildtime decreased to 10533 (18029) and energy cost increased to 11981 (10299). Core Black Hydra buildtime decreased to 198129 (283189) and energy cost decreased to 150248 (151164). Core Leviathan buildtime decreased to 41113 (51064) and energy cost increased to 46766 (20496). Core Cronus buildtime decreased to 6498 (7913) and energy cost increased to 4928 (3884). Arm Advanced Vehicle Plant workertime increased to 270 (210). Arm Advanced Construction Vehicle buildtime decreased to 7869 (8974), energy cost increased to 8792 (4275), and workertime increased to 450 (300). Arm Hermes buildtime decreased to 6557 (7407) and energy cost decreased to 4809 (8025). Arm Bulldog buildtime increased to 13333 (12922), energy cost decreased to 9777 (12917), and acceleration increased to 0.010 (0.007). Arm Triton buildtime decreased to 5799 (6976) and energy cost decreased to 6378 (7117). Arm Jammer buildtime decreased to 2210 (5933). Arm Panther buildtime decreased to 2829 (3324) and energy cost decreased to 2074 (2738). Arm Penetrator buildtime decreased to 12587 (13706) and energy cost decreased to 9231 (10370). Arm Luger buildtime decreased to 3484 (5023) and energy cost decreased to 2555 (3535). Arm MERL buildtime decreased to 6776 (10051) and energy cost increased to 4969 (4905). Arm Scarab buildtime decreased to 60000 (95678). Arm MRU buildtime decreased to 35164 (93539), energy cost decreased to 30104 (39917), metal cost decreased to 2735 (5469), energy storage reduced to 3000 (5000), energymake decreased to 500 (750), and metalmake increased to 2.5 (1.0). Arm Seer buildtime decreased to 2647 (6186). Arm Recluse buildtime decreased to 4166 (5079), energy cost increased to 3055 (2431), and description changed to "All-terrain Rocket Salvo Tank" ("All-terrain Tank"). Arm Gremlin buildtime decreased to 2726 (4492) and energy cost decreased to 3998 (5830). Arm Phalanx buildtime decreased to 5336 (8521) and energy cost decreased to 5870 (9318). Arm Consul buildtime decreased to 2057 (3590), energy cost increased to 2263 (1999), and workertime increased to 300 (210). Arm Demolisher buildtime decreased to 11301 (23300) and energy cost decreased to 8288 (13221). Arm Demolisher weapon [ARM_HLIGHTNING] reload increased to 2.0 (1.25), damage increased to 824 (484), soundstart changed to DEMOLISH_FIRE (LghtHvy2), and soundhit changed to LHITE3 (LasHit2). Arm Mumbo buildtime decreased to 5490 (6258) and energy cost decreased to 4026 (5054). Core Advanced Vehicle Plant workertime increased to 270 (210). Core Advanced Construction Vehicle buildtime decreased to 8553 (9513), energy cost increased to 9313 (4549), and workertime increased to 450 (300). Core Goliath buildtime decreased to 14053 (14154), energy cost decreased to 10045 (13328), and acceleration increased to 0.009 (0.006). Core Goliath weapon [COR_GOL] soundhit changed to BLIGHThit (xplomed4). Core Poison Arrow buildtime decreased to 9009 (9419) and energy cost decreased to 9660 (10944). Core Deleter buildtime decreased to 2458 (6404). Core Croc buildtime decreased to 3016 (3183) and energy cost increased to 3234 (2392). Core Pillager buildtime decreased to 3925 (5530) and energy cost decreased to 2806 (3840). Core Diplomat buildtime decreased to 7402 (10447) and energy cost increased to 5291 (4719). Core Hedgehog buildtime decreased to 64576 (96450). Core MRU buildtime decreased to 35574 (97654), energy cost decreased to 30388 (43771), metal cost decreased to 2701 (5401), armor increased to 3960 (3850), energy storage reduced to 3000 (5000), energymake decreased to 500 (750), and metalmake increased to 2.5 (1.0). Core Informant buildtime decreased to 2811 (6223). Core Tremor buildtime decreased to 13131 (16064) and energy cost decreased to 9386 (13531). Core Banisher buildtime decreased to 13105 (13930), energy cost increased to 14052 (12723), and turret turn rate increased to 75 (50). Core Copperhead buildtime decreased to 5716 (8940) and energy cost decreased to 6129 (9713). Core Intruder buildtime increased to 16647 (14177) and energy cost decreased to 11900 (15010). Core Termite buildtime increased to 9140 (8190) and energy cost increased to 6534 (6418). Core Reaper buildtime decreased to 6229 (6519) and energy cost decreased to 4453 (5593). Arm Advanced KBot Lab workertime increased to 270 (210). Arm Advanced Construction KBot buildtime decreased to 3738 (5071), energy cost increased to 3672 (2416), and workertime increased to 270 (180). Arm Pelican buildtime increased to 3780 (3472), energy cost increased to 2380 (1654), and turnrate increased to 935 (400). Arm Eraser buildtime decreased to 2106 (4937). Arm Decoy Commander buildtime decreased to 11124 (16112) and energy cost decreased to 7004 (7746). Arm FARK buildtime decreased to 3101 (4302), energy cost increased to 2968 (2793), and workertime increased to 270 (180). Arm Zipper buildtime decreased to 2175 (2528) and energy cost increased to 1370 (2021). Arm Fatboy buildtime decreased to 11541 (12143) and energy cost decreased to 7266 (10000). Arm Fido buildtime decreased to 3903 (4909) and energy cost decreased to 2458 (3584). Arm Marky buildtime decreased to 1830 (3800). Arm Maverick buildtime decreased to 10214 (12318) and energy cost increased to 9647 (8162). Arm Rector buildtime increased to 17909 (12664). Arm Sharpshooter buildtime decreased to 10535 (10794). Arm Spider buildtime decreased to 2652 (3090) and energy cost increased to 2505 (1670). Arm Infiltrator buildtime increased to 13119 (11813). Arm Tick buildtime decreased to 7896 (17358). Arm Zeus buildtime decreased to 7529 (7808) and energy cost decreased to 4741 (5236). Arm Zeus weapon [LIGHTNING] soundstart changed to LghtHvy2 (lghthvy1), and soundhit changed to lhit (lashit). Arm Marauder buildtime increased to 10553 (8168), energy cost increased to 9967 (7524), and description changed to "Amphibious Heavy KBot" ("Amphibious Light Mech"). Arm Invader buildtime decreased to 4170 (5469). Arm Invader and Core Roach destruct explosion [CRAWL_BLAST] damage increased to 3187 (2500). Arm Pompom buildtime decreased to 3163 (4620) and energy cost decreased to 1991 (3280). Core Advanced KBot Lab workertime increased to 270 (210). Core Advanced Construction KBot buildtime decreased to 4101 (5366), energy cost increased to 3900 (2566), and workertime increased to 270 (180). Core Gimp buildtime increased to 5480 (4569) and energy cost increased to 5046 (2935). Core Spectre buildtime decreased to 2367 (5439). Core Decoy Commander buildtime decreased to 11197 (18050) and energy cost decreased to 6874 (8097). Core Freaker buildtime decreased to 2033 (2583), energy cost increased to 1872 (1303), and workertime increased to 300 (210). Core Pyro buildtime decreased to 2303 (2738) and energy cost decreased to 1414 (2100). Core Morty buildtime decreased to 2715 (4373) and energy cost decreased to 1667 (2065). Core Dominator buildtime decreased to 3795 (5286) and energy cost increased to 2330 (2011). Core Voyeur buildtime decreased to 2091 (3945). Core Sumo buildtime increased to 14739 (12992), energy cost decreased to 13573 (13868), and description changed to "Cloaking Heavily Armored Assault KBot" ("Cloakable Armored Assault Kbot"). Core Necro buildtime increased to 16640 (11180). Core Commando buildtime decreased to 10097 (12829). Core Parasite buildtime decreased to 14801 (14905). Core Can buildtime increased to 8290 (7862) and energy cost decreased to 5089 (5844). Core Shiva weapon [COR_GOL] replaced with Core Poison Arrow weapon [CORE_PARROW]. Core Shiva metal cost reduced to 695 (843), energy cost increased to 10164 (9273), buildtime increased to 11038 (9592), armor reduced to 4057 (4529), and description changed to "Amphibious Heavy Siege KBot" ("Amphibious Siege Mech"). Core Roach buildtime decreased to 4456 (5699). Core Skuttle buildtime increased to 22374 (19430). Core Aries buildtime decreased to 3399 (5040) and energy cost decreased to 2087 (3624). Arm Advanced Aircraft Plant workertime increased to 270 (210). Arm Advanced Construction Aircraft metal cost increased to 276 (220), energy cost increased to 8363 (4400), build time reduced to 6750 (10931), armor decreased to 565 (587), and workertime increased to 270 (180). Arm Hawk metal cost increased to 160 (95), energy cost decreased to 2137 (3062), buildtime reduced to 2587 (5407), and armor increased to 327 (291). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] reload decreased to 0.55 (1.04), damage decreased to 20 (25), special damages to all non-bomber or torpedo aircraft reduced to 121 (144), special damages to bomber and torpedo aircraft reduced to 182 (432), turnrate increased to 50000 (36000), area of effect increased to 64 (48), startvelocity increased to 850 (650), and tolerance increased to 10000 (8000). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] damage decreased to 150 (180), special damages to all non-bomber or torpedo aircraft increased to 900 (180), special damages to bomber and torpedo aircraft decreased to 1350 (540), turnrate increased to 24000 (16000), area of effect increased to 128 (48) and tolerance increased to 10000 (8000). NOTE: While recalculating the weapon damages for the advanced fighters, I discovered an error. I had been taking just a few points of the overall damage from the fighters' main missile, and using it for the secondary missile. Since it has a long reload (30 seconds), I figured this allowed fighters to do ground strikes every so often, without compromising their main missile much, since the few points wouldn't make much difference there. However, I was making the mistake of taking a few points of air to air damage from the main missile, and giving it to the secondary missile's damage against ground (The secondary missile also did the same damage to air). Since fighters do about 6 times as much damage to air as they do to ground, that meant that the secondary missile either needed to do 6 times less damage to ground (Making it pretty pointless), or 6 times more to air. I have adjusted things to fit the latter. This means that advanced fighters can not only do a harder hitting strike against ground, every so often, but can also do the same to air, instead of just doing the reduced ground damage to air also, as they did previously. Arm Brawler metal cost increased to 356 (237), energy cost increased to 4754 (3164), buildtime increased to 5756 (3818), and armor increased to 1456 (970). Arm Brawler weapon [VTOL_EMG] reload decreased to 0.47 (.48), damage increased to 28 (19), and turnrate decreased to 5000 (15000). Arm Phoenix metal cost increased to 385 (229), energy cost increased to 7711 (6327), armor reduced to 788 (937), build time reduced to 6224 (8383), and attackrunlength increased to 225 (175). Arm Phoenix and Tsunami and Core Hurricane and Maelstrom weapon [ARMADVBOMB] damage increased to 335 (250), edge effectiveness decreased to 0.5 (0.7), explosionart changed to explode2 (explode3), and soundhit changed to XPLOLRG3 (xplomed2). Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] reload decreased to 1.0 (1.7). Arm Lancet energy cost decreased to 4707 (6598), armor reduced to 481 (1070), build time reduced to 3799 (15096), turn rate increased to 280 (175), and acceleration increased to 0.133 (0.06). Arm Eagle build time reduced to 9764 (12819). Arm Blade energy cost increased to 14475 (14470), buildtime increased to 17526 (11641), speed increased to 5.625 (4.7), brakerate increased to 6.0 (2.22), turnrate increased to 600 (280), and acceleration increased to 0.35 (0.06). Arm Stiletto metal cost increased to 306 (162), build time reduced to 9908 (21522), armor increased to 1252 (515), speed decreased to 7.5 (8.5), brakerate reduced to 0.8 (2), and acceleration reduced to 0.1 (0.15). Arm Dragonfly armor increased to 3265 (2610), energy cost decreased to 10656 (26250), and build time reduced to 12902 (36022). Arm Liche armor decreased to 8793 (9075), energy cost increased to 114811 (82790), and build time reduced to 69504 (96236). Core Advanced Aircraft Plant workertime increased to 270 (210). Core Advanced Construction Aircraft metal cost increased to 290 (231), energy cost increased to 8790 (4675), build time reduced to 7275 (11078), armor decreased to 653 (678), and workertime increased to 270 (180). Core Vamp metal cost increased to 165 (98), energy cost decreased to 2202 (3159), buildtime reduced to 2733 (5578), and armor increased to 384 (341). Core Rapier metal cost increased to 382 (254), energy cost increased to 5097 (3732), buildtime increased to 6327 (4205), and armor increased to 1719 (1143). Core Rapier weapon [VTOL_ROCKET] reload increased to 1.33 (1.22) and damage increased to 254 (155). Core Hurricane metal cost increased to 405 (241), energy cost increased to 8107 (6658), armor reduced to 959 (1085), build time reduced to 6709 (8650), and attackrunlength increased to 251 (195). Core Titan energy cost decreased to 4943 (6788), armor reduced to 584 (1100), and build time reduced to 4091 (14722), turn rate increased to 273 (160), and acceleration increased to 0.1 (0.05). Core Vulture build time reduced to 10250 (13264), energy cost increased to 8257 (7824), and speed decreased to 8.4 (9.3). Core Blackdawn energy cost decreased to 15465 (16245), buildtime increased to 19198 (12789), speed increased to 5.114 (4.27), brakerate increased to 7.0 (2.11), turnrate increased to 550 (250), and acceleration increased to 0.3 (0.05). Core Krow energy cost increased to 121641 (66966), build time increased to 75501 (56153), speed increased to 4.5 (4.38), turnrate increased to 210 (165), and acceleration increased to 0.05 (0.025). Core Helios energy cost reduced to 20897 (27041) and build time reduced to 12970 (14169). Core Seahook armor decreased to 3722 (4463), energy cost decreased to 11036 (27091), and build time reduced to 13699 (37089). Arm Seaplane Platform workertime increased to 270 (210). Arm Construction Seaplane metal cost increased to 251 (208), energy cost increased to 7603 (4160), build time reduced to 6137 (10335), armor increased to 513 (270), speed increased to 8.03 (7.8), acceleration increased to 0.072 (0.07), and workertime increased to 330 (210). Arm Tornado metal cost increased to 145 (90), energy cost decreased to 1936 (3562), buildtime reduced to 2344 (6066), and armor decreased to 297 (309). Arm Seahawk build time reduced to 10441 (13064), speed increased to 10.12 (9.8), acceleration increased to 0.1045 (0.06), turn rate increased to 392 (365), and description changed to "Advanced Radar/Sonar Seaplane" ("Advanced Radar/Sonar Plane"). Arm Albatross energy cost decreased to 4627 (5619), armor reduced to 473 (1246), build time reduced to 3735 (13825), acceleration increased to 0.147 (0.06), and turn rate decreased to 308 (200). Arm Saber metal cost decreased to 324 (356), energy cost decreased to 4326 (9504), buildtime decreased to 5238 (8603), armor decreased to 1325 (1456), speed increased to 8.25 (6.5), and turn rate increased to 880 (650). Arm Tsunami metal cost increased to 350 (215), energy cost decreased to 7010 (7544), armor reduced to 716 (1050), build time reduced to 5658 (9461), acceleration increased to 0.066 (0.08), turn rate decreased to 195 (200), and attackrunlength increased to 283 (220). Core Seaplane Platform workertime increased to 270 (210). Core Construction Seaplane metal cost increased to 264 (218), energy cost increased to 7992 (4412), build time reduced to 6614 (10455), armor decreased to 594 (704), speed increased to 7.7 (7.4), and workertime increased to 330 (210). Core Voodoo metal cost increased to 150 (93), energy cost decreased to 2002 (3675), buildtime reduced to 2485 (6258), and armor decreased to 349 (373). Core Hunter build time reduced to 10454 (13512), speed decreased to 9.24 (9.4), turn rate decreased to 400 (409), acceleration increased to 0.088 (0.05), and description changed to "Advanced Radar/Sonar Seaplane" ("Advanced Radar/Sonar Plane"). Core Typhoon energy cost decreased to 4964 (5785), armor reduced to 599 (1286), build time reduced to 4108 (13825), turnrate increased to 300 (180), and acceleration increased to 0.11 (0.055). Core Cutlass metal cost decreased to 347 (381), energy cost decreased to 4631 (10704), buildtime decreased to 5748 (9709), armor decreased to 1562 (1715), speed increased to 7.49 (5.91), and turn rate increased to 803 (580). Core Cutlass weapon [VTOL_ROCKET2] damage increased to 306 (305). Core Maelstrom metal cost increased to 368 (232), energy cost decreased to 7365 (7936), armor reduced to 871 (1100), build time reduced to 6096 (9596), acceleration decreased to 0.055 (0.07), and attackrunlength increased to 315 (245). Arm Gantry workertime increased to 810 (450). Arm Razorback buildtime decreased to 50859 (65280) and energy cost increased to 34659 (25865). Arm Vanguard buildtime increased to 70130 (66077) and energy cost increased to 47792 (32997). Arm Bantha buildtime increased to 211273 (175034) and energy cost increased to 143979 (121253). Arm Avatar buildtime increased to 44014 (42593) and energy cost decreased to 44992 (45510). Arm Requiter buildtime decreased to 19510 (74195) and energy cost increased to 19944 (19550). Arm Orcone buildtime increased to 595291 (280801) and energy cost increased to 811359 (501957). Core Gantry workertime increased to 810 (450). Core Karganeth buildtime decreased to 54158 (72133) and energy cost increased to 35980 (27475). Core Krogtaar buildtime increased to 110189 (101125) and energy cost increased to 73204 (50499). Core Juggernaut buildtime increased to 155448 (125668) and energy cost increased to 103272 (66144). Core Mauler buildtime increased to 46742 (46619) and energy cost decreased to 46580 (46890). Core Precluder buildtime decreased to 20534 (74435) and energy cost increased to 20463 (20375). Core Krogoth buildtime increased to 695189 (300350) and energy cost increased to 923700 (550664). Arm Radar Tower buildtime decreased to 1023 (1137). Arm Sonar Station buildtime increased to 1535 (912), metal cost increased to 37 (20), energy cost increased to 563 (403), and sonar range increased to 1855 (1350). Arm Wind Generator buildtime reduced to 1080 (1603) and metal cost reduced to 72 (90). NOTE: This decrease in metal cost now means that a Wind Generator producing 10 energy per second is just as efficient as a Solar Collector, metal cost wise, whereas before 12.5 would have been the breakeven point. Of course, Wind Generators only requires half as much energy as a Solar Collector to make the same amount of energy. This makes them a nice, if risky (Due to their low armor and tendancy to explode in a chain reaction if too close to each other) option even if the winds aren't very high, if you are in dire need of quick energy and have very little to work with. Arm Solar Collector buildtime decreased to 2175 (2495). Arm Advanced Solar Collector buildtime decreased to 7245 (15594), energy cost decreased to 4752 (5067), and metal cost reduced to 483 (544). Arm Energy Storage buildtime decreased to 4418 (8837). Arm Metal Storage energy cost increased to 715 (535). Arm Metal Extractor build time reduced to 1500 (1800) and energy cost decreased to 550 (651). Arm Metal Maker build time reduced to 1874 (2605). Arm Twilight build time increased to 3750 (2611) and energy cost decreased to 2063 (2081). Arm Chainsaw build time decreased to 7935 (11145) and energy cost decreased to 4364 (5950). Arm Dragon's Claw build time increased to 2250 (2166), energy cost decreased to 1856 (2046), and damage modifier decreased to 0.25 (0.3). Arm Anemone build time decreased to 4050 (4180) and energy cost decreased to 2228 (3558). Arm Dragon's Teeth build time decreased to 300 (520) and energy cost decreased to 110 (250). Arm Dragon's Eye build time decreased to 450 (1500) and energy cost decreased to 330 (800). Arm Geothermal Powerplant build time increased to 17138 (13078). Arm Guardian build time decreased to 15000 (19227) and energy cost increased to 8250 (7687). Arm Sentinel build time increased to 4410 (4292) and energy cost decreased to 1617 (3123). Arm Sneaky Pete build time decreased to 3090 (9955) and energy cost decreased to 2008 (2945). Arm LLT build time decreased to 1215 (1762) and energy cost decreased to 446 (637). Arm Radical build time decreased to 7470 (9575) and energy cost increased to 4109 (3563). Arm Defender build time decreased to 1185 (1843) and energy cost decreased to 435 (843). Arm PACKO build time decreased to 4305 (4928), energy cost decreased to 1579 (4543), and damage modifier increased to 0.25 (0.2). Arm Beamer build time increased to 2640 (2166) and energy cost decreased to 968 (1434). Arm Submersible Nanolathe Platform build time decreased to 3750 (5500) and energy cost decreased to 1375 (2000). Arm Shark's Teeth build time decreased to 600 (930) and energy cost decreased to 220 (600). Arm Stingray build time increased to 5670 (5516) and energy cost decreased to 2079 (4014). Arm Floating Metal Maker build time decreased to 2812 (2958) and energy cost decreased to 1031 (1480). Arm Sentry build time decreased to 780 (1584) and energy cost decreased to 286 (723). Arm Harpoon build time increased to 6030 (4120) and energy cost decreased to 2211 (2658). Arm Underwater Metal Extractor build time decreased to 1650 (4175) and energy cost decreased to 1210 (2074). Arm Underwater Metal Storage build time decreased to 3452 (3741) and energy cost increased to 1266 (1255). Arm Underwater Energy Storage build time decreased to 5228 (15741) and energy cost increased to 3834 (2950). Core Radar Tower buildtime decreased to 1119 (1175). Core Sonar Station buildtime increased to 1678 (900), metal cost increased to 38 (20), energy cost increased to 600 (399), and sonar range increased to 1685 (1225). Core Wind Generator buildtime reduced to 1050 (1687) and metal cost reduced to 70 (88). NOTE: See the previous note for the Arm Wind Generator. Core Solar Collector buildtime decreased to 2169 (2416). Core Advanced Solar Collector buildtime decreased to 7231 (15100), energy cost decreased to 4938 (5267), and metal cost reduced to 470 (529). Core Energy Storage buildtime decreased to 4641 (9000). Core Metal Storage energy cost increased to 735 (550). Core Metal Extractor build time reduced to 1569 (1874) and energy cost decreased to 561 (643). Core Metal Maker build time reduced to 1958 (2682). Core Exploiter build time increased to 3923 (2960), energy cost decreased to 2104 (2264), armor decreased to 558, and damage modifier increased to 0.3 (0.5). NOTE: This gives the Exploiter almost as much armor as before when armored up, but makes it more vulnerable while unarmored (558 armor vs 950). Core Eradicator build time decreased to 8554 (11705) and energy cost decreased to 4587 (6289). Core Dragon's Maw build time increased to 2349 (2250), energy cost decreased to 1889 (2112), and damage modifier decreased to 0.25 (0.3). Core Jellyfish build time increased to 4308 (4280) and energy cost decreased to 2310 (3690). Core Dragon's Teeth build time decreased to 338 (565) and energy cost decreased to 121 (300). Core Dragon's Eye build time decreased to 462 (1500) and energy cost decreased to 330 (800). Core Geothermal Powerplant build time increased to 18592 (14386), energy cost reduced to 13293 (13825), metal cost reduced to 550 (572), and armor reduced to 2420 (2517). Core Punisher build time decreased to 16185 (19768) and energy cost increased to 8679 (7585). Core Gaat Gun build time increased to 4677 (4367) and energy cost decreased to 1672 (3008). Core Castro build time decreased to 2087 (4577) and energy cost decreased to 1119 (2791). Core LLT build time decreased to 1292 (1824) and energy cost decreased to 462 (652). Core Blocker build time decreased to 7877 (9622) and energy cost increased to 4224 (3614). Core Pulverizer build time decreased to 1231 (1841) and energy cost decreased to 440 (847). Core SAM build time decreased to 4723 (5071) and energy cost decreased to 1688 (4860). Core HLLT build time increased to 2846 (2250) and energy cost decreased to 1017 (1467). Core Submersible Nanolathe Platform build time decreased to 3750 (5500) and energy cost decreased to 1375 (2000). Core Shark's Teeth build time decreased to 677 (1000), energy cost decreased to 242 (630), and metal cost increased to 22 (20). Core Thunderbolt build time increased to 6015 (5613) and energy cost decreased to 2150 (3866). Core Floating Metal Maker build time increased to 2937 (2682) and energy cost decreased to 1050 (1530). Core Stinger build time decreased to 815 (1735) and energy cost decreased to 291 (776). Core Urchin build time increased to 6400 (4233) and energy cost decreased to 2288 (3058). Core Underwater Metal Extractor build time decreased to 1723 (4347) and energy cost decreased to 1232 (2049). Core Underwater Metal Storage build time decreased to 3199 (3874) and energy cost decreased to 1144 (1523). Core Underwater Energy Storage build time decreased to 5219 (14482) and energy cost increased to 3732 (2540). Arm Fortification Wall build time decreased to 900 (965), energy cost decreased to 330 (675), metal cost increased to 30 (27), armor increased to 9000 (1500), and name changed to "Fortification Post" ("Fortification Wall"). NOTE: The armor value increased here only affects the unit while it is being built. Once it is built, the armor it has comes from the feature it becomes, just like with Dragon's Teeth. Arm Fortification Wall (Horizontal and Vertical) build time increased to 2700 (1450), energy cost decreased to 990 (1016), metal cost decreased to 90 (92), and armor increased to 12000 (3000). Arm Fortification Gate (Horizontal and Vertical) build time decreased to 5400 (8456), energy cost increased to 3960 (5432), metal cost increased to 100 (44) and energy used increased to 100 (80). Arm Fortification Wall HLT Post build time increased to 8500 (5400) and energy cost decreased to 7013 (9029) Arm Ambusher buildtime reduced to 31500 (40377), energy cost increased to 17325 (16821), and damage modifier decreased to 0.25 (0.44). Arm Ambusher and Core Toaster description changed to "Heavy Pop-up Plasma Cannon" ("Heavy Plasma Cannon"). Arm Pit Bull buildtime increased to 9045 (7179), and energy cost reduced to 3317 (7070). Arm Juno buildtime reduced to 43364 (51906). Arm Moho Geothermal Powerplant buildtime increased to 37111 (33152) and energy cost increased to 27215 (18852). Arm Protector buildtime reduced to 81053 (95678). Arm Annihilator buildtime reduced to 49725 (56184), energy cost increased to 36465 (32397), metal cost increased to 3315 (3005), and armor increased to 8841 (7265). Arm Advanced Radar Tower buildtime reduced to 5114 (5685). Arm Advanced Sonar Station buildtime increased to 7677 (6152), metal cost increased to 185 (163), energy cost increased to 2815 (2469), LOS increased to 1400 (1000), and sonar range increased to 3710 (2150). Arm Veil buildtime reduced to 6758 (11780), energy cost decreased to 3717 (9750), and metal cost increased to 362 (266). Arm Hyper Radar Tower buildtime reduced to 25568 (28425) and damage modifier reduced to 1.0 (1.1). Arm Air Repair Pad buildtime reduced to 11891 (13636). Arm E/W and N/S Fortress Wall buildtime increased to 20080 (15000). Arm Big Bertha buildtime reduced to 82745 (85185). Arm Vulcan buildtime increased to 767165 (633775). Arm Decoy Fusion Reactor buildtime reduced to 6750 (7500), energy cost increased to 2475 (100), and metal cost increased to 450 (342). Arm Detonator buildtime increased to 101317 (98927), energy cost increased to 74299 (26067), and metal cost reduced to 1796 (1854). Arm Flakker buildtime reduced to 7785 (10261) and energy cost decreased to 4282 (11265). Arm Fusion Reactor buildtime decreased to 67615 (75014) and energy cost increased to 49584 (28846). Arm Cloakable Fusion Reactor buildtime decreased to 81138 (90389), energy cost increased to 59501 (36646), metal cost decreased to 4954 (5269), and energymake increased to 1100 (1050). Arm Advanced Fusion Reactor buildtime decreased to 235151 (238821) and energy cost increased to 172444 (68775). Arm Prude buildtime increased to 74221 (61347) and energy cost increased to 54429 (32307). Arm Metal Generator buildtime increased to 23122 (15876). Arm Moho Metal Maker buildtime decreased to 13492 (18756). Arm Moho Mine buildtime decreased to 9000 (14938), energy cost decreased to 3300 (7214), and metal cost increased to 600 (582). Arm Retaliator buildtime decreased to 126646 (178453), energy cost increased to 92874 (77536), and metal cost reduced to 2245 (2354). Arm Targeting Facility buildtime increased to 113475 (77392) and energy cost increased to 83215 (68029). Arm Adv. Submersible Energy Storage buildtime increased to 24453 (16302), energy cost increased to 8966 (5094), and metal cost decreased to 480 (573). Arm Adv. Submersible Metal Storage buildtime increased to 9587 (6391), energy cost increased to 3515 (3493), and metal cost increased to 610 (405). Arm Mercury buildtime decreased to 21750 (35828) and energy cost decreased to 15950 (21612). Arm Moray buildtime decreased to 35715 (38524) and energy cost increased to 39287 (33884). Arm Floating Targeting Facility buildtime increased to 113475 (87879) and energy cost increased to 83215 (68029). Arm Flakker NS buildtime decreased to 4950 (6006) and energy cost decreased to 2723 (6245). Arm Underwater Fusion Reactor buildtime decreased to 101422 (105004), energy cost increased to 74376 (43429), and metal cost reduced to 4954 (5068). Arm Underwater Moho Mine buildtime decreased to 9900 (35370), energy cost decreased to 7260 (9164), and metal cost increased to 660 (601). Arm Underwater Moho Metal Maker buildtime decreased to 13492 (20284) and energy cost decreased to 9894 (10149). Core Fortification Wall build time decreased to 1014 (810), energy cost decreased to 363 (612), metal cost increased to 33 (23), armor increased to 9000 (1500), and name changed to "Fortification Post" ("Fortification Wall"). NOTE: The armor value increased here only affects the unit while it is being built. Once it is built, the armor it has comes from the feature it becomes, just like with Dragon's Teeth. Core Fortification Wall (Horizontal and Vertical) build time increased to 3042 (1630), energy cost decreased to 1089 (1836), metal cost decreased to 99 (74), and armor increased to 12000 (3000). Core Fortification Gate (Horizontal and Vertical) build time decreased to 6084 (8538), energy cost increased to 4356 (5502), metal cost increased to 110 (46), and energy used decreased to 100 (112). Core Fortification Wall HLT Post build time increased to 9077 (5670) and energy cost decreased to 7301 (9670). Core Viper buildtime increased to 9877 (7973), energy cost reduced to 3531 (6892), and damage modifier increased to 0.25 (0.1). Core Advanced Fusion Reactor buildtime decreased to 242199 (248772) and energy cost increased to 173172 (77242). Core Cloakable Fusion Reactor buildtime decreased to 85042 (95499), energy cost increased to 60805 (40080), metal cost decreased to 4953 (5201), and energymake increased to 1100 (1050). Core Fusion Reactor buildtime decreased to 70869 (75424) and energy cost increased to 50671 (30292). Core Juno buildtime reduced to 45681 (50995). Core Moho Geothermal Powerplant buildtime increased to 38874 (36467), energy cost increased to 27795 (20737), and metal cost reduced to 1079 (1122). Core Firestorm buildtime increased to 19231 (17188) and energy cost decreased to 13750 (17681). Core Advanced Radar Tower buildtime reduced to 5594 (5875). Core Advanced Sonar Station buildtime increased to 8392 (6096), metal cost increased to 190 (152), energy cost increased to 3000 (2257), LOS increased to 1270 (910), and sonar range increased to 3370 (1955). Core Air Repair Pad buildtime reduced to 12367 (13083). Core Behemoth buildtime increased to 77748 (59640) and energy cost increased to 55590 (32428). Core Intimidator buildtime reduced to 87441 (93237). Core Buzzsaw buildtime increased to 813916 (655588). Core Doomsday Machine buildtime reduced to 59000 (59643), energy cost increased to 42185 (34835), metal cost increased to 3835 (3640), and armor increased to 15341 (13821). Core E/W and N/S Fortress Wall buildtime increased to 22186 (15000). Core Hyper Radar Tower buildtime reduced to 27972 (29375) and damage modifier reduced to 1.0 (1.1). Core Cobra buildtime decreased to 9077 (11986) and energy cost decreased to 4868 (12969). Core Fortitude buildtime reduced to 85263 (96450), energy cost reduced to 60963 (64321), metal cost reduced to 1474 (1508), and armor increased to 3137 (2780). Core Moho Exploiter build time decreased to 23538 (26291), energy cost increased to 12622 (12121), metal cost decreased to 1530 (1600), armor decreased to 2407 (2650), and radar jamming range set to 100 (0). Core Metal Generator buildtime increased to 24182 (16252). Core Moho Metal Maker buildtime decreased to 13401 (18357). Core Moho Mine buildtime decreased to 9415 (16432), energy cost decreased to 3366 (7935), and metal cost decreased to 612 (640). Core Shroud buildtime reduced to 7394 (12021), energy cost decreased to 3965 (11830), and metal cost increased to 369 (344). Core Silencer buildtime increased to 133224 (181243), energy cost increased to 95255 (84268), metal cost reduced to 2303 (2401), and armor increased to 11961 (11120). Core Targeting Facility buildtime increased to 115246 (80644) and energy cost increased to 82401 (70574). Core Floating Targeting Facility buildtime increased to 115246 (91572) and energy cost increased to 82401 (70574). Core Toaster buildtime decreased to 34000 (41513), energy cost increased to 18233 (17701), and damage modifier decreased to 0.25 (0.44). Core Catalyst buildtime increased to 106579 (99247), energy cost increased to 76204 (27167), metal cost reduced to 1842 (1901), and armor increased to 6769 (6400). Core Adv. Submersible Energy Storage buildtime increased to 26021 (16416), energy cost increased to 9303 (5032), and metal cost decreased to 498 (590). Core Adv. Submersible Metal Storage buildtime increased to 10316 (6524), energy cost increased to 3688 (3400), and metal cost increased to 640 (410). Core Screamer buildtime decreased to 22615 (36322) and energy cost decreased to 16170 (21910). Core Lamprey buildtime decreased to 38554 (41750) and energy cost increased to 41349 (34778). Core Cobra NS buildtime decreased to 5985 (7565) and energy cost decreased to 3209 (7795). Core Underwater Fusion Reactor buildtime increased to 106304 (99870), energy cost increased to 76007 (45879), and metal cost reduced to 4953 (5088). Core Underwater Moho Mine buildtime decreased to 10354 (38907), energy cost decreased to 7403 (10080), and metal cost increased to 673 (661). Core Underwater Moho Metal Maker buildtime decreased to 13401 (17701) and energy cost decreased to 9582 (10098). Arm Vehicle Plant buildtime reduced to 6000 (6500) and energy cost increased to 1467 (1000). Arm KBot Lab buildtime increased to 6800 (6760) and energy cost increased to 1662 (1130). Arm Aircraft Plant buildtime increased to 7300 (7180) and energy cost increased to 1784 (1340). Arm Shipyard energy cost increased to 1467 (750). Arm Hovercraft Platform buildtime increased to 21000 (13000) and energy cost increased to 7700 (5277). Arm Floating Hovercraft Platform buildtime reduced to 21000 (13000) and energy cost increased to 7700 (6596). Arm Amphibious Complex buildtime increased to 21000 (12000) and energy cost increased to 7700 (7129). Core Vehicle Plant buildtime reduced to 6359 (6700) and energy cost increased to 1516 (1100). Core KBot Lab buildtime increased to 7231 (7000) and energy cost increased to 1723 (1250). Core Aircraft Plant buildtime increased to 7692 (7240) and energy cost increased to 1833 (1370). Core Shipyard buildtime increased to 6308 (6050) and energy cost increased to 1503 (775). Core Hovercraft Platform buildtime increased to 22256 (13400) and energy cost increased to 7957 (5421). Core Floating Hovercraft Platform buildtime increased to 22256 (13400) and energy cost increased to 7957 (6776). Core Amphibious Complex buildtime increased to 22082 (12100) and energy cost decreased to 7894 (7309). Arm Advanced Vehicle Plant buildtime decreased to 42000 (54000) and energy cost increased to 23100 (21000). Arm Advanced KBot Lab buildtime decreased to 47600 (48834) and energy cost increased to 26180 (23730). Arm Advanced Aircraft Plant buildtime decreased to 51100 (62244) and energy cost decreased to 28105 (28140). Arm Seaplane Platform buildtime increased to 51400 (22983) and energy cost increased to 28270 (6398). Arm Advanced Shipyard buildtime decreased to 42000 (47246) and energy cost increased to 23100 (15750). Arm Gantry buildtime increased to 60170 (39414) and energy cost increased to 44125 (9999). Core Advanced Vehicle Plant buildtime decreased to 44513 (55662) and energy cost increased to 23870 (23100). Core Advanced KBot Lab buildtime decreased to 50615 (50626) and energy cost increased to 27142 (26250). Core Advanced Aircraft Plant buildtime decreased to 53846 (62762) and energy cost increased to 28875 (28770). Core Seaplane Platform buildtime increased to 54164 (23305) and energy cost increased to 29045 (6652). Core Advanced Shipyard buildtime decreased to 44154 (48076) and energy cost increased to 23678 (16275). Core Gantry buildtime increased to 63979 (40860) and energy cost increased to 45745 (11060). AI only versions of Arm and Core Gantry workertime increased to 1530 (850). Arm AI only version of Advanced Aircraft Plant workertime increased to 270 (200). Core AI only version of Advanced Aircraft Plant workertime increased to 270 (220). Arm AI only version of Advanced Vehicle Plant workertime increased to 270 (230). Core AI only version of Advanced Vehicle Plant workertime increased to 270 (240). Arm AI only version of Metal Extractor buildtime decreased to 1500 (1800). Core AI only version of Metal Extractor buildtime decreased to 1569 (1874). Arm Peewee weapon [PEEWEE_EMG] burst rate decreased to 0.08 (.1). Arm Flash weapon [EMG] burst rate decreased to 0.08 (.1). NOTE: These were adjusted because it appeared that the burst rate was not quick enough to allow all shots to be fired; since there was a burst of 3 shots, with each shot of the burst having a delay of .1 between it and the next shot, it seemed that the total delay of 0.3 would be too long for the reload, which was 0.25. However, the first shot fired doesn't have to wait for the burst rate delay, since it fires immediately with no delay before it, so it actually seems to do full damage after all (I tested it). However, to avoid the appearance of a problem, and just in case I'm wrong, I've adjusted it to have a bit less of a delay between each shot of the burst. Arm PACKO and Core SAM weapon [GA2] reload decreased to 1.1 (1.61) and damage decreased to 165 (241). Arm Dragon's Eye sonar range increased to 630 (0). Core Dragon's Eye sonar range increased to 600 (0). Arm Escort sonar range increased to 1855 (1100), energy use increased to 54 (50), and energy make increased to 13.5 (12.5). Core Phantom sonar range increased to 1685 (1000), energy use increased to 54 (50), and energy make increased to 13.5 (12.5). Arm Spotter and Concealer, and Core Watcher and Blotter had onoffable=1; added (So they can be turned off to conserve energy). Arm Spotter sonar range increased to 1392 (1235). Core Watcher sonar range increased to 1268 (1120). Arm AI Metal Extractor (AAIMEXX) energy storage increased to 1000 (0) and metal storage increased to 1000 (0). Core AI Metal Extractor (CAIMEXX) energy storage increased to 1000 (0) and metal storage increased to 1000 (0). NOTE: This should help the AI to waste less resources and not nano-stall as easily. Only the AI can build these. Arm Rocko and Core Storm weapon [KBOT_ROCKET] weapon velocity decreased to 315 (350), start velocity decreased to 315 (350), and weapon timer increased to 1.54 (1.5). Arm Janus weapon [JANUS_ROCKET] weapon velocity decreased to 315 (350), start velocity decreased to 315 (350), and weapon timer increased to 2.05 (2). The following two lines: explosiongaf=fx; explosionart=smoke 2; have been added to the Core Dragon's Maw, Pyro, and Reaper weapons. Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] energy per shot increased to 21701 (15500) and reload increased to 90 (60). Arm Requiter and Core Precluder ExplodeAs explosion [crawl_blast] changed to [ATOMIC_BLAST]. Arm Requiter and Core Precluder ExplodeAs explosion [ATOMIC_BLASTSML] changed to [ATOMIC_BLAST]. Arm Retaliator and Core Silencer (And AI-only versions of same) destroyed explosion [ATOMIC_BLASTSML] changed to [CRAWL_BLAST]. Arm Retaliator weapon [NUCLEAR_MISSILE] energy per shot decreased to 142222 (250000) and reload decreased to 150 (240). Core Silencer weapon [CRBLMSSL] energy per shot decreased to 142222 (250000) and reload decreased to 150 (240). AI only versions of Arm Retaliator and Core Silencer weapon [AINUKE] reload decreased to 150 (240). Core Light Naval Mine description changed to "Light Mine, Naval Series" ("Light Mine"). Core Heavy Naval Mine description changed to "Heavy Mine, Naval Series" ("Heavy Mine"). Arm Big Bertha and wreckage models size increased by 33.3% and footprint changed to 4x4 (3x3). Core Intimidator and wreckage models size increased by 33.3% and footprint changed to 4x4 (3x3). Core Doomsday Machine and wreckage models size increased by 25% and footprint changed to 4x4 (3x3). Core Krow model size increased by 25% and footprint changed to 4x4 (3x3). Core Shiva and wreckage models size decreased to 90%. Arm Bulldog and wreckage models size increased by 10%. Core Goliath and wreckage models size increased by 10%. Core Leveler and wreckage models size increased by 15%. Core Shodan and wreckage models size increased by 15%. Arm Razorback and wreckage models size increased by 15%. Core Karganeth and wreckage models size increased by 20%. Arm Hawk and wreckage models size increased by 25%. Core Vamp and wreckage models size increased by 25%. Arm Blade model increased by 33.3%. Core Blackdawn model increased by 33.3%. Arm Tornado model size increased by 25% (No wreckage models available). Core Voodoo model size increased by 25% (No wreckage models available). Core Moho Exploiter weapon [CORMEXP_ROCKET] reload decreased in script from 2600 to 2126. NOTE: In the changelog for TA:T 1.4, the reload for this weapon was shown as being reduced to 2.6, but there were other delays which meant the reload delay was actually was 3.6, and the original reload was about 6, not 5. In any case, it has been adjusted to fit the real delays, etc, and should be about a 3.126 second reload. Core Cobra and Cobra NS weapon [CORFLAK_GUN] tolerance decreased to 1500 (15000). Arm Vanguard and wreckage models size increased by 50%. Arm Vanguard weapon [SHOCKER] reload increased to 4.0 (2.0), damage increased to 3000 (1500), weapon velocity increased to 600 (550), soundstart changed to xplomas42 (cannhvy5), and soundhit changed to bertha6 (xplomed2). Core Krogtaar weapon [COR_TAAR_RC] reload increased to 1.0 (0.5), damage increased to 1058 (529), and weapon velocity increased to 600 (450). Arm and Core Commander weapon [ARMCOMLASER] range reduced to 350 (400). NOTE: The following changes to most direct fire weapons should help to lessen the chance being a couple of pixels off being a miss, and should also allow units using these weapons to more easily target Dragon's Teeth, wreckage, etc, to destroy it. In other words, a group of Peewees or A.K.s faced with a wall of Dragon's Teeth will be able to blast their way through, given some time. Previously, unless the shots were hitting just right, it looked like the weapons fire was hitting the Dragon's Teeth, but no damage was being done. Arm Mumbo weapon [TAWF003_weapon] area of effect increased to 24 (7) and edge effectiveness increased to 1.0 (0). Arm Conqueror and Core Executioner and Intruder weapon [ADV_DECKLASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core A.K. weapon [AK_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Pelican weapon [ARMAMPH_WEAPON1] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Panther weapon [ARMLATNK_WEAPON] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Maverick weapon [Armmav_weapon] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Skeeter and Core Searcher weapon [ARMPT_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Skimmer and Core Scrubber weapon [ARMSH_WEAPON] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Gremlin weapon [ARMST_GAUSS] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Warrior weapon [ARMWAR_GAUSS] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Conqueror weapon [ARM_CRUS] area of effect increased to 24 (8), edge effectiveness increased to 1.0 (0), reload increased to 1.75 (1.25) and damage increased to 801 (572). Arm Jeffy weapon [ARM_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Spider weapon [ARM_PARALYZER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Pincer and Core Garpike weapon [ARM_PINCER_GAUSS] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Bladewing weapon [BLADEWING_LYZER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Warlord and Doomsday Machine weapon [CORE_BATSLASER] area of effect increased to 24 (8), edge effectiveness increased to 1.0 (0), reload increased to 1.4 (1.1), damage increased to 1003 (856), range increased to 950 (875), and energy per shot increased to 592 (465). Core Can weapon [CORE_CANLASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Weasel weapon [CORE_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Crusader and Bear, and Core Enforcer, Turtle, and Exploiter weapon [CORFAST_WEAPON] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Stingray and Core Thunderbolt weapon [CORFHLT_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm and Core Scorpion (Campaign lifeform) weapon [CORSCORP_WEAPON] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Executioner weapon [COR_CRUS] area of effect increased to 24 (8), edge effectiveness increased to 1.0 (0), reload increased to 1.81 (1.3) and damage increased to 976 (701). Arm Dragon's Claw weapon [DCLAW] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Flash weapon [EMG] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Flea weapon [FLEA_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Instigator weapon [GATOR_LASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Fido weapon [GAUSS] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Black Hydra weapon [HYDRA_GUN] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Krow weapon [KROWLASER] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Core Krow weapon [KROWLASER2] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Zeus weapon [LIGHTNING] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Banshee weapon [MED_EMG] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Peewee weapon [PEEWEE_EMG] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Sabre weapon [VTOL_EMG2] area of effect increased to 24 (8) and edge effectiveness increased to 1.0 (0). Arm Beamer weapon [TAWF001_weapon] area of effect increased to 24 (10) and edge effectiveness increased to 1.0 (0). Core Venom weapon [VENOM_LASER] area of effect increased to 24 (10) and edge effectiveness increased to 1.0 (0). Arm Pit Bull weapon [ARMPB_WEAPON] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Arm Light Laser Tower and Core HLLT weapon [ARM_LIGHTLASER] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Core Gimp weapon [CORAMPH_WEAPON2] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Core Light Laser Tower and HLLT weapon [CORE_LIGHTLASER] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Core Termite and Clasher weapon [CORE_TERMITE_LASER] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Core Sumo, Moho Exploiter, and Doomsday Machine weapon [CORSUMO_WEAPON] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Arm Brawler weapon [VTOL_EMG] area of effect increased to 24 (12) and edge effectiveness increased to 1.0 (0). Arm Demolisher weapon [ARM_HLIGHTNING] area of effect increased to 24 (14) and edge effectiveness increased to 1.0 (0). Arm and Core Commander and Decoy Commander weapon [ARMCOMLASER] area of effect increased to 24 (16) and edge effectiveness increased to 1.0 (0). Arm Pompom and Core Aries weapon [ARMFLAKLASER] area of effect increased to 24 (16) and edge effectiveness increased to 1.0 (0). Arm Zipper weapon [ARM_FAST] area of effect increased to 24 (16) and edge effectiveness increased to 1.0 (0). Arm Sentinel and Fortification Wall HLT Post weapon [ARM_LASERH1] area of effect increased to 24 (16) and edge effectiveness increased to 1.0 (0). Core Gaat Gun and Fortification Wall HLT Post weapon [CORE_LASERH1] edge effectiveness increased to 1.0 (0). Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] edge effectiveness increased to 1.0 (0). Arm Blade and Core Blackdawn weapon [Vtol_Sabot] area of effect decreased to 24 (30) and edge effectiveness increased to 1.0 (0). Arm Dragonfly weapon [ARMDFLY_PARALYZER] area of effect decreased to 24 (32) and edge effectiveness increased to 1.0 (0). Arm Tick weapon [ARMTICK_PARALYZER] area of effect decreased to 24 (32) and edge effectiveness increased to 1.0 (0). Arm Penetrator and Bantha weapon [ARMMANNI_WEAPON] edge effectiveness increased to 1.0 (0). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] edge effectiveness increased to 1.0 (0.5). Core Doomsday Machine weapon [CORE_DOOMSDAY] area of effect increased to 48 (32) and edge effectiveness increased to 1.0 (0). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] edge effectiveness increased to 1.0 (0). Arm Orcone and Core Krogoth weapon [KROG_BEAM] edge effectiveness increased to 1.0 (0.99). Arm Phoenix and Core Hurricane weapon [BOMBER_MISSILE] area of effect increased to 32 (16). Arm Advanced Vehicle Plant (And AI only version) armor increased to 10320 (6962). Arm Advanced KBot Lab armor increased to 10400 (7015). Arm Advanced Aircraft Plant (And AI only version) armor increased to 7400 (4980). Arm Seaplane Platform armor increased to 6413 (4316). Arm Advanced Shipyard armor increased to 9960 (6718). Arm Experimental Gantry armor increased to 13146 (10505). Core Advanced Vehicle Plant (And AI only version) armor increased to 11732 (7914). Core Advanced KBot Lab armor increased to 11860 (8000). Core Advanced Aircraft Plant (And AI only version) armor increased to 8364 (5628). Core Seaplane Platform armor increased to 7249 (4878). Core Advanced Shipyard armor increased to 11228 (7574). Core Experimental Gantry armor increased to 14991 (11980). Arm Dragon's Claw and Fortification HLT Post and Core Dragon's Maw and Fortification HLT Post had HealTime=64; added. NOTE: This adds a slow rate of regeneration. SOUND CHANGES: The following sound categories were created: MLT LMT HMT MPC FLAK_MISSILE FORT_HLT_POST SPY FLAK ARM_ADV_GEO CORE_ADV_GEO SUMO PYRO ZIPPER FIRESTORM AMPH_MECH LIGHT_MECH TAC_NUC ADV_AIRPLANT ADV_KBOTPLANT ADV_SHIPYARD ADV_TANKPLANT ARM_ADV_CKBOT ARM_ADV_KBOT COR_ADV_CKBOT COR_ADV_KBOT ARM_ADV_CVEHICLE ARM_ADV_VEHICLE ARM_ADV_TANK CORE_ADV_CVEHICLE CORE_ADV_VEHICLE CORE_ADV_TANK ARM_ADV_SHIP ARM_ADV_SUB CORE_ADV_SHIP CORE_ADV_SUB ARM_ADV_CVTOL ARM_ADV_VTOL CORE_ADV_CVTOL CORE_ADV_VTOL Sound Category [ADV_AIRPLANT] select1 set to PAIR_ADV_ACTV and build set to PAIR_ADV_WORK. Sound Category [ADV_KBOTPLANT] select1 set to PLAB_ADV_ACTV and build set to PLAB_ADV_WORK. Sound Category [ADV_SHIPYARD] select1 set to PSHP_ADV_ACTV and build set to PSHP_ADV_WORK. Sound Category [ADV_TANKPLANT] select1 set to PVEH_ADV_ACTV and build set to PVEH_ADV_WORK. Arm and Core Advanced Aircraft Plant (And AI only versions) sound category set to [ADV_AIRPLANT] ([AIRPLANT]). Arm and Core Advanced KBot Lab sound category set to [ADV_KBOTPLANT] ([KBOTPLANT]). Arm and Core Advanced Shipyard sound category set to [ADV_SHIPYARD] ([SHIPYARD]). Arm and Core Advanced Vehicle Plant (And AI only versions) sound category set to [ADV_TANKPLANT] ([TANKPLANT]). Sound Category [FIRESTORM] select1 set to FIRESTORM_SEL and ok1 set to FIRESTORM_SEL. Sound Category [ARM_ADV_GEO] select1 set to GEOTHRM3. Sound Category [CORE_ADV_GEO] select1 set to GEOTHRM4. Sound Category [FLAK] select1 set to TWRACTV1 and ok1 set to TWRACTV1. Sound Category [SPY] select1 set to SNIPE_SEL, ok1 set to SNIPE_MOVE, and arrived1 set to SNIPE_STOP. Sound Category [FORT_HLT_POST] select1 set to TWRACTV4 and ok1 set to TWRACTV4. Sound Category [FLAK_MISSILE] select1 set to TWRACTV2 and ok1 set to TWRACTV2. Sound Category [MPC] select1 set to TURMED1 and ok1 set to TURMED1. Sound Category [HMT] select1 set to SERVMD04 and ok1 set to SERVMD04. Sound Category [LMT] select1 set to SERVMD01 and ok1 set to SERVMD01. Sound Category [MLT] select1 set to SERVSML1 and ok1 set to SERVSML1. Sound Category [ARMPW] select1 set to SERVTNY1 (servtny2) and arrived1 set to SERVTNY1 (servtny2). Sound Category [CORAK] select1 set to SERVTNY3 (servtny1), ok1 set to SERVTNY4 (servtny1), and arrived1 set to SERVTNY3 (servtny1). Sound Category [LLT] select1 set to SERVSML2 (servmed2) and ok1 set to SERVSML2 (servmed2). Sound Category [HLT] select1 set to SERVMED2 (twractv3) and ok1 set to SERVMED4 (twractv3). Sound Category [SUMO] select1 set to SUMO_SEL1, ok1 set to SUMO_SEL1, and arrived1 set to SUMO_STOP. Sound Category [ZIPPER] select1 set to ZIPPER_SEL, ok1 set to ZIPPER_MOV, and arrived1 set to ZIPPER_SEL. Sound Category [AMPH_MECH] select1 set to AMPH_MECH_SEL, ok1 set to AMPH_MECH_OK, and arrived1 set to AMPH_MECH_STOP. Sound Category [LIGHT_MECH] select1 set to LIGHT_MECH_SEL, ok1 set to LIGHT_MECH_OK, and arrived1 set to LIGHT_MECH_STOP. Sound Category [PYRO] select1 set to PYRO_SEL, ok1 set to PYRO_MOV, and arrived1 set to PYRO_SEL. Sound Category [KROW] select1 set to KROW_SEL, ok1 set to KROW_MOV, and arrived1 set to KROW_LAND. Sound Category [TAC_NUC] select1 set to servroc1 and ok1 set to servroc1. Sound Category [NUC] select1 set to NUKE_SILO_SELECT (servroc1) and ok1 set to NUKE_SILO_SELECT (servroc1). Sound Category [VIPE] select1 set to TWRACTV3 (servmed1) and ok1 set to TWRACTV3 (servmed1). Sound Category [TOAST] select1 set to TWRTURN5 (twrturn3) and ok1 set to TWRTURN5 (twrturn3). Sound Category [COR_INT] select1 set to SERVLRG5 (servlrg4) and ok1 set to SERVLRG5 (servlrg4). Sound Category [ARM_MOHO] activate set to mohorun1 (mohoon1), working set to mohoon1 (mohorun1), and select1 set to mohoon1 (mohorun1). Sound Category [CORE_MOHO] activate set to mohorun2 (mohoon2), working set to mohoon2 (mohorun2), and select1 set to mohoon2 (mohorun2). NOTE: This undoes an earlier change I made to the sounds in TA:T 1.3. The Level 1 metal extractor sounds were reversed, with the activating sounds ("on" file names) being used for running/selecting instead of the running/selecting sounds ("run" file names) and vice-versa. Those I was correct in fixing, and they sound much better now. However, even though the same problem happened with the Moho Mines, in listening to them, the "on" file name sounds fit much better into a running/selecting role, and the "run" file name sounds sound much better in the activating role, so my fix was not needed. In my opinion, the file names were mislabeled for the Moho Mines, and thus I have been put the sounds back to the right roles, as they were originally. Arm Detonator and Core Catalyst sound category set to [TAC_NUC] ([NUC]). Sound Category [ARM_ADV_CKBOT] select1 set to KBARM_ADV_SEL, ok1 set to KBARM_ADV_MOV, and arrived1 set to KBARM_ADV_STP. Sound Category [ARM_ADV_KBOT] select1 set to KBARM_ADV_SEL, ok1 set to KBARM_ADV_MOV, and arrived1 set to KBARM_ADV_STP. Sound Category [COR_ADV_CKBOT] select1 set to KBCOR_ADV_SEL, ok1 set to KBCOR_ADV_MOV, and arrived1 set to KBCOR_ADV_STP. Sound Category [COR_ADV_KBOT] select1 set to KBCOR_ADV_SEL, ok1 set to KBCOR_ADV_MOV, and arrived1 set to KBCOR_ADV_STP. Arm Advanced Construction KBot sound category set to [ARM_ADV_CKBOT] ([ARM_CKBOT]). Arm Decoy Commander sound category set to [ARM_ADV_CKBOT] ([ARM_CKBOT]). Arm FARK sound category set to [ARM_ADV_CKBOT] ([ARM_CKBOT]). Arm Zeus sound category set to [ARM_ADV_KBOT] ([ARM_KBOT]). Arm Scarab sound category set to [ARM_ADV_KBOT] ([ARM_KBOT]). Arm Fido sound category set to [ARM_ADV_KBOT] ([ARM_KBOT]). Arm PomPom sound category set to [ARM_ADV_KBOT] ([ARM_KBOT]). Arm Zipper sound category set to [ZIPPER] ([ARM_KBOT]). Arm Marauder sound category set to [AMPH_MECH] ([MAVERICK]). Core Commando sound category set to [COR_ADV_CKBOT] ([COR_CKBOT]). Core Advanced Construction KBot sound category set to [COR_ADV_CKBOT] ([COR_CKBOT]). Core Decoy Commander sound category set to [COR_ADV_CKBOT] ([COR_CKBOT]). Core Aries sound category set to [COR_ADV_KBOT] ([COR_KBOT]). Core Gimp sound category set to [COR_ADV_KBOT] ([COR_KBOT]). Core Can sound category set to [COR_ADV_KBOT] ([COR_KBOT]). Core Dominator sound category set to [COR_ADV_KBOT] ([COR_KBOT]). Core Morty sound category set to [COR_ADV_KBOT] ([COR_KBOT]). Core Pyro sound category set to [PYRO] ([COR_KBOT]). Core Shiva sound category set to [AMPH_MECH] ([MAVERICK]). Core Hedgehog sound category set to [COR_ADV_KBOT] ([CORE_TANK]). Sound Category [ARM_ADV_CVEHICLE] select1 set to VARM_ADV_SEL, ok1 set to VARM_ADV_MOVE, and arrived1 set to VARM_ADV_STOP. Sound Category [ARM_ADV_VEHICLE] select1 set to VARM_ADV_SEL, ok1 set to VARM_ADV_MOVE, and arrived1 set to VARM_ADV_STOP. Sound Category [ARM_ADV_TANK] select1 set to TARM_ADV_SEL, ok1 set to TARM_ADV_MOVE, and arrived1 set to TARM_ADV_STOP. Sound Category [CORE_ADV_CVEHICLE] select1 set to VCOR_ADV_SEL, ok1 set to VCOR_ADV_MOVE, and arrived1 set to VCOR_ADV_STOP. Sound Category [CORE_ADV_VEHICLE] select1 set to VCOR_ADV_SEL, ok1 set to VCOR_ADV_MOVE, and arrived1 set to VCOR_ADV_STOP. Sound Category [CORE_ADV_TANK] select1 set to TCOR_ADV_SEL, ok1 set to TCOR_ADV_MOVE, and arrived1 set to TCOR_ADV_STOP. Arm Advanced Construction Vehicle sound category set to [ARM_ADV_CVEHICLE] ([ARM_CVEHICLE]). Arm Advanced Fortification Turret sound category set to [ARM_ADV_CVEHICLE] ([ARM_CVEHICLE]). Arm MERL sound category set to [ARM_ADV_VEHICLE] ([ARM_VEHICLE]). Arm Phalanx sound category set to [ARM_ADV_VEHICLE] ([ARM_VEHICLE]). Arm Hermes sound category set to [ARM_ADV_VEHICLE] ([ARM_TANK]). Arm Luger sound category set to [ARM_ADV_VEHICLE] ([ARM_TANK]). Arm Consul sound category set to [ARM_CVEHICLE] ([ARM_TANK]). Arm Shellshocker sound category set to [ARM_VEHICLE] ([ARM_TANK]). Arm Janus sound category set to [ARM_VEHICLE] ([ARM_TANK]). Arm Bulldog sound category set to [ARM_ADV_TANK] ([ARM_TANK]). Arm Triton sound category set to [ARM_ADV_TANK] ([ARM_TANK]). Arm Penetrator sound category set to [ARM_ADV_TANK] ([ARM_TANK]). Arm Demolisher sound category set to [ARM_ADV_TANK] ([ARM_TANK]). Arm Mumbo sound category set to [ARM_ADV_TANK] ([ARM_TANK]). Core Advanced Construction Vehicle sound category set to [CORE_ADV_CVEHICLE] ([CORE_CVEHICLE]). Core Advanced Fortification Turret sound category set to [CORE_ADV_CVEHICLE] ([CORE_CVEHICLE]). Core Diplomat sound category set to [CORE_ADV_VEHICLE] ([CORE_VEHICLE]). Core Pillager sound category set to [CORE_ADV_VEHICLE] ([CORE_TANK]). Core Copperhead sound category set to [CORE_ADV_VEHICLE] ([CORE_TANK]). Core Tremor sound category set to [CORE_ADV_VEHICLE] ([CORE_TANK]). Core Wolverine sound category set to [CORE_VEHICLE] ([CORE_TANK]). Core Goliath sound category set to [CORE_ADV_TANK] ([CORE_TANK]). Core Poison Arrow sound category set to [CORE_ADV_TANK] ([CORE_TANK]). Core Reaper sound category set to [CORE_ADV_TANK] ([CORE_TANK]). Core Intruder sound category set to [CORE_ADV_TANK] ([CORE_TANK]). Core Banisher sound category set to [CORE_ADV_TANK] ([CORE_VEHICLE]). Sound Category [ARM_ADV_SHIP] select1 set to SHARM_ADV_SEL, ok1 set to SHARM_ADV_MOV, and arrived1 set to SHARM_ADV_STP. Sound Category [ARM_ADV_SUB] select1 set to SUARM_ADV_SEL, ok1 set to SUARM_ADV_MOV, and arrived1 set to SUARM_ADV_STP. Sound Category [CORE_ADV_SHIP] select1 set to SHCOR_ADV_SEL, ok1 set to SHCOR_ADV_MOV, and arrived1 set to SHCOR_ADV_STP. Sound Category [CORE_ADV_SUB] select1 set to SUCOR_ADV_SEL, ok1 set to SUCOR_ADV_MOV, and arrived1 set to SUCOR_ADV_STP.\ Arm Abel sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Archer sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Millennium sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Atlantis sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Colossus sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Conqueror sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Ranger sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Epoch sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Arm Viking sound category set to [ARM_ADV_SHIP] ([ARM_SHIP]). Core Caine sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Shredder sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Warlord sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Hive sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Executioner sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Messenger sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Cronus sound category set to [CORE_ADV_SHIP] ([CORE_SHIP]). Core Black Hydra sound category set to [CORE_ADV_SHIP] ([ARM_SHIP]). Core Zulu sound category set to [CORE_ADV_SHIP] ([ARM_SHIP]). Arm Piranha sound category set to [ARM_ADV_SUB] ([ARM_SUB]). Arm Sea Serpent sound category set to [ARM_ADV_SUB] ([ARM_SUB]). Core Shark sound category set to [CORE_ADV_SUB] ([CORE_SUB]). Core Leviathan sound category set to [CORE_ADV_SUB] ([CORE_SUB]). Sound Category [ARM_ADV_CVTOL] select1 set to VTOLAR_ADV_AC, ok1 set to VTOLAR_ADV_MV, and arrived1 set to VTOLAR_ADV_LD. Sound Category [ARM_ADV_VTOL] select1 set to VTOLAR_ADV_AC, ok1 set to VTOLAR_ADV_MV, and arrived1 set to VTOLAR_ADV_LD. Sound Category [CORE_ADV_CVTOL] select1 set to VTOLCR_ADV_AC, ok1 set to VTOLCR_ADV_MV, and arrived1 set to VTOLCR_ADV_LD. Sound Category [CORE_ADV_VTOL] select1 set to VTOLCR_ADV_AC, ok1 set to VTOLCR_ADV_MV, and arrived1 set to VTOLCR_ADV_LD. Arm Advanced Construction Aircraft sound category set to [ARM_ADV_CVTOL] ([ARM_CVTOL]). Arm Brawler sound category set to [ARM_ADV_VTOL] ([ARM_VTOL]). Arm Dragonfly sound category set to [ARM_ADV_VTOL] ([ARM_VTOL]). Arm Hawk sound category set to [ARM_ADV_VTOL] ([ARM_VTOL]). Arm Lancet sound category set to [ARM_ADV_VTOL] ([ARM_VTOL]). Arm Phoenix sound category set to [ARM_ADV_VTOL] ([ARM_VTOL]). Arm Blade sound category set to [ARM_ADV_VTOL] ([ARM_VTOL]). Arm Stiletto sound category set to [ARM_ADV_VTOL] ([CORE_VTOL]). Sound category [COR_ADVTOL] renamed to [LICHE]. Arm Liche sound category set to [LICHE] ([COR_ADVTOL]) Core Advanced Construction Aircraft sound category set to [CORE_ADV_CVTOL] ([CORE_CVTOL]). Core Blackdawn sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Rapier sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Hurricane sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Titan sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Vamp sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Seahook sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Helios sound category set to [CORE_ADV_VTOL] ([CORE_VTOL]). Core Krow sound category set to [KROW] ([CORE_VTOL]). Arm Razorback sound category set to [LIGHT_MECH] ([MAVERICK]). Core Karganeth sound category set to [LIGHT_MECH] ([MAVERICK]). Arm Vanguard sound category set to [LIGHT_MECH] ([ARM_KBOT]). Arm Defender and Stinger sound category set to [LMT] ([ARM_KBOT]). Core Pulverizer and Sentry sound category set to [LMT] ([COR_KBOT]). Arm Beamer and Dragon's Claw and Core HLLT and Dragon's Maw sound category set to [MLT] ([LLT]). Arm PACKO sound category set to [HMT] ([VIPE]). Core SAM sound category set to [HMT] ([GUARD]). Arm Pit Bull sound category set to [VIPE] ([GUARD]). Arm Radical sound category set to [MPC] ([GUARD]). Core Blocker sound category set to [MPC] ([TOAST]). Arm Chainsaw and Core Eradicator sound category set to [FLAK_MISSILE] ([GUARD]). Arm and Core Fortification Wall HLT Post sound category set to [FORT_HLT_POST] ([NONE]). Core Firestorm sound category set to [FIRESTORM] ([COR_INT]). Arm Sharpshooter sound category set to [ARM_ADV_KBOT] ([ARM_KBOT]). Arm Infiltrator sound category set to [SPY] ([ARM_KBOT]). Core Parasite sound category set to [SPY] ([COR_KBOT]). Arm Flakker and Core Cobra sound category set to [FLAK] [(GUARD)]. Arm Flakker NS and Core Cobra NS sound category set to [FLAK] [(CORE_KBOT)]. Arm Prude and Moho Geothermal Powerplant sound category set to [ARM_ADV_GEO] [(ARM_GEO)]. Core Behemoth and Moho Geothermal Powerplant sound category set to [CORE_ADV_GEO] [(CORE_GEO)]. Core Sumo sound category set to [SUMO] [(COR_KBOT)]. Arm Sea Serpent weapon [TAWF009_WEAPON] soundstart changed to TORPEDO3 (EXPLODE2) and soundhit changed to XPLODEP4 (EXMINE7). Core Leviathan weapon [CORSSUB_WEAPON] soundstart changed to TORPEDO3 (EXPLODE2) and soundhit changed to XPLODEP4 (EXMINE7). Arm Fido weapon [GAUSS] soundstart changed to CANLITE4 (cannhvy1) and soundhit changed to SabotHit (xplomed2). Arm Decade and Core Supporter weapon [CORVETTE_GAUSS] soundstart changed to CANLITE4 (cannhvy1) and soundhit changed to SabotHit (xplomed2). Arm Pincer and Core Garpike weapon [ARM_PINCER_GAUSS] soundstart changed to CANLITE1 (cannhvy1) and soundhit changed to gatlhit (xplomed2). Arm Gremlin weapon [ARMST_GAUSS] soundstart changed to CANLITE1 (cannhvy1) and soundhit changed to gatlhit (xplomed2). Arm Warrior weapon [ARMWAR_GAUSS] soundstart changed to CANLITE1 (cannon1) and soundhit changed to gatlhit (xplomed2). Arm Conqueror weapon [ARM_CRUS] soundstart changed to CANLITE4 (cannhvy1) and soundhit changed to SabotHit (xplomed2). Core Executioner weapon [COR_CRUS] soundstart changed to LASRHVY4 (Lasrmas2) and soundhit changed to LASRHIT5 (lasrhit1). Core Warlord weapon [CORE_BATSLASER] soundstart changed to WARLORD_LASER (Lasrmas2) and soundhit changed to LASRHIT5 (lasrhit1). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] soundstart set to MISLITE3 (ROCKLIT2). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] soundstart set to ROCKLIT2 (rockhvy3). Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] soundstart set to MISLITE1 (rocklit1) and soundhit set to SML_MISSILE_HIT (XPLOSML2). Arm Defender and Sentry and Core Pulverizer and Stinger weapon [ARMRL_MISSILE] soundstart set to MISLITE1 (rockhvy2) and soundhit set to SML_MISSILE_HIT (xplomed2). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] soundstart set to MISLITE2 (rockhvy2) and soundhit set to packohit (xplomed2). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] soundstart set to MISLITE2 (rockhvy2) and soundhit set to packohit (xplomed2). Arm PACKO and Core SAM weapon [GA2] soundhit set to samkillx (packohit). Many weapons given a watersound so that they do not disappear silently upon hitting the water. Arm Retaliator weapon [NUCLEAR_MISSILE] soundstart set to NUCLEAR_LAUNCH (firing), waterexplosiongaf set to aquaboom (commboom) and waterexplosionart set to aquaboom (commboom). Core Silencer weapon [CRBLMSSL] soundstart set to NUCLEAR_LAUNCH (firing), waterexplosiongaf set to aquaboom (commboom) and waterexplosionart set to aquaboom (commboom). AI only versions of the Arm Retaliator and the Core Silencer weapon [AINUKE] soundstart set to NUCLEAR_LAUNCH (firing), waterexplosiongaf set to aquaboom (commboom) and waterexplosionart set to aquaboom (commboom). Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] waterexplosiongaf set to aquasmall (commboom2) and waterexplosionart set to aquasmall (commboom2). Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] waterexplosiongaf set to aquasmall (commboom2) and waterexplosionart set to aquasmall (commboom2). Core Skuttle destruct weapon [cormine6] waterexplosiongaf set to aquasmall (fx) and waterexplosionart set to aquasmall (h2o). Arm Invader and Core Roach destroyed weapon [CRAWL_BLASTSML] waterexplosiongaf set to aquasmall (fx) and waterexplosionart set to aquasmall (h2oboom2). Arm Invader and Core Roach destruct (And Skuttle destroyed) weapon [CRAWL_BLAST] waterexplosiongaf set to aquasmall (fx) and waterexplosionart set to aquasmall (h2oboom2). Arm Construction Aircraft (And AI only version) TEDCLASS set to CNSTR (VTOL). Core Construction Vehicle TEDCLASS set to CNSTR (TANK). Arm Defender and Sentry and Core Pulverizer and Stinger TEDCLASS set to FORT (METAL). The following are now available when playing the single player campaigns/missions: Arm Courier, Bee, PomPom, Razorback, Vanguard, Requiter, Fortification Turret, and Advanced Fortification Turret. Core Emissary, Venom, Aries, Precluder, Berserker, Gargoyle, Fortification Turret, and Advanced Fortification Turret. NOTE: Most were new units, such as the Arm Bee and Core Venom, that were never added to the allowed units list for the missions when they were first put in. If you notice any units that are grayed out when playing the single player missions/campaigns, but are available in normal skirmish/multiplayer games, please let me know. ***Total Annihilation: Twilight v1.4*** June 24th, 2007 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.4" instead of "Total Annihilation: Twilight v1.3b". LOUNGE.gui and LOUNGE2.gui altered so that the current version number, "TA:T v1.4", will show up in the upper left of the Battle Room, thus making it easier to make sure everyone is on the right version. Thanks to Pail Ryder for bringing this up, and to the Atotal guys for the idea and mechanics of the implementation. Arm Pit Bull description changed to "Pop-up Gauss Cannon" ("Stealthy Pop-up Gauss Cannon") and armor decreased to 2412 (2413). Arm Pit Bull weapon (ARMPB_WEAPON) reload increased to 1.5 (0.8) and damage increased to 657 (350). NOTE: The Pit Bull was made non-stealth in 1.3, but I forgot to change the description until now. The slight armor changed resulted due to some rounding of numbers with the new reload rate on its weapon. Core Viper weapon (CORVIPE_LASER) reload increased to 1.66 (1.2) and damage increased to 735 (532). NOTE: These increases in the reload rate on the Arm Pit Bull and Core Viper should help to distinguish them more from the Heavy Laser Towers (The Arm Sentinel and Core Gaat Gun) in that they will hit harder than before per shot, but will not be able to fire as often, making them more dangerous to larger and more heavily armored units, but somewhat less effective than before against numbers of lighter units. Heavy Laser Towers, on the other hand, don't hit as hard, but against lighter units they don't need to, and they fire more rapidly, making them more suited to taking on larger numbers (Although for real swarm control, plasma weapons with their area of effect are probably a better idea, but you will lose accuracy, especially against faster moving units). Ideally, you will mix in HLTs with Pit Bulls and Vipers so that they will complement each other's strengths, just as earlier on you would mix in LLTs with HLTs. Arm Fatboy metal cost increased to 748 (600), energy cost increased to 10000 (8021), build time increased to 12143 (9740), armor increased to 3967 (2250), and speed increased to 1.1 (0.94). Arm Fatboy weapon [ARM_FATBOY_NOTALASER] damage increased to 1982 (1833), range reduced to 750 (1000), and reload decreased to 4.6 (5.0). Core Morty armor increased to 675 (418). Core Morty weapon [CORE_MORT] reload increased to 2.625 (1.4) and damage increased to 332 (275). Arm Guardian weapon [ARMFIXED_GUN] (in)accuracy decreased to 300 (500). Core Punisher weapon [CORFIXED_GUN] (in)accuracy decreased to 350 (600). Arm Ambusher [ARMAMB_GUN] (in)accuracy decreased to 700 (1100). Core Toaster [CORTOAST_GUN] (in)accuracy decreased to 750 (1300). Arm Zipper speed reduced to 2.3 (2.65) and armor decreased to 572 (596). Arm Zipper weapon [ARM_FAST] reload increased to 0.65 (0.638), damage increased to 22 (18), and special damages increased accordingly. Arm Jeffy turn rate increased to 550 (445), brakerate increased to 0.030 (0.025), and acceleration increased to 0.030 (0.025). Core Weasel turn rate increased to 500 (405), brakerate increased to 0.0275 (0.0225), and acceleration increased to 0.0275 (0.0225). Arm Rocko and Core Storm weapon [KBOT_ROCKET] weapon velocity increased to 350 (286), start velocity increased to 350 (215), weapon timer reduced to 1.5 (2.2), and model changed to kbotmissile (missile). Arm Janus weapon [JANUS_ROCKET] weapon velocity increased to 350 (253) and start velocity increased to 350 (190). NOTE: Some people were finding that the Rocko and Storm just missed too often to be very useful. They are more of a support unit, but even then some thought they missed too often. I've increased their weapon velocity, so the rockets will have a better chance of hitting the target, but we don't want them to necessarily be outfighting primary skirmish units, like the Peewee and A.K. Try them out and see how they feel. I'd like some feedback. Arm Banshee acceleration increased to 1.15 (0.5) and LOS increased to 425 (400). Arm Banshee weapon [MED_EMG] range increased to 400 (360). Core Venom acceleration increased to 1.1 (0.45) and LOS increased to 425 (350). Core Venom weapon [VENOM_LASER] range increased to 400 (360). Arm Brawler acceleration increased to 0.85 (0.25) and LOS increased to 638 (500). Arm Brawler weapon [VTOL_EMG] range increased to 600 (480), reload increased to 0.48 (0.475), and damage decreased to 19 (21). Core Rapier acceleration increased to 0.8 (0.225) and LOS increased to 638 (500). Core Rapier weapon [VTOL_ROCKET] range increased to 600 (500), reload increased to 1.22 (1.2), damage decreased to 155 (165), weapon velocity increased to 650 (450), and model changed to shipmissile (missile). Arm Saber acceleration increased to 0.935 (0.2). Arm Saber weapon [VTOL_EMG2] range increased to 600 (540). Core Cutlass acceleration increased to 0.88 (0.18) and armor decreased to 1715 (1716). Core Cutlass weapon [VTOL_ROCKET2] range increased to 600 (540). Arm Blade and Core Blackdawn LOS increased to 638 (480). Arm Blade and Core Blackdawn weapon [Vtol_Sabot] range increased to 600 (540). Core Krow LOS increased to 710 (625), speed increased to 4.38 (3.75), and turn rate increased to 165 (125). Core Krow weapon [KROWLASER2] range increased to 611 (550). Core Krow weapon [KROWLASER] range increased to 667 (600), reload decreased to 0.5 (1.0), and damage decreased to 343 (685). Arm Defender and Core Pulverizer weapon [ARMRL_MISSILE] range reduced to 570 (765), damage decreased to 61 (68), reload reduced to 0.85 (1.273), and area of effect decreased to 32 (48). Arm Jethro and Core Crasher LOS reduced to 450 (600). Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] range reduced to 485 (650), damage increased to 45 (34), reload reduced to 0.8 (0.81), and area of effect decreased to 32 (48). Arm Samson and Core Slasher LOS reduced to 525 (700). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] range reduced to 560 (750), damage increased to 65 (48), reload increased to 1.0 (0.99), and area of effect decreased to 32 (48). Arm Swatter and Core Slinger LOS reduced to 525 (700). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] range reduced to 560 (750) and damage increased to 126 (94). Arm Hermes armor increased to 2434 (1384). Arm Hermes weapon [HERMES] reload rate decreased to 0.3 (1.5), burst reduced to 0 (4), range reduced to 745 (1000), area of effect reduced to 48 (64), and damage reduced to 69 (113). Arm PACKO and Core SAM weapon [GA2] range reduced to 925 (1000), damage increased to 241 (83), reload increased to 1.61 (0.6), area of effect decreased to 48 (80), and model changed to Sabot (missile). Arm Chainsaw metal cost reduced to 529 (902), energy cost decreased to 5950 (10145), build time reduced to 11145 (19004), armor increased to 2645 (1745), and description changed to "Heavy Flak Missile Turret" ("Heavy Anti-Air Turret"). Core Eradicator metal cost reduced to 556 (948), energy cost decreased to 6289 (10723), build time reduced to 11705 (19958), armor increased to 2920 (1928), and description changed to "Heavy Flak Missile Turret" ("Heavy Anti-Air Turret"). Arm Chainsaw and Core Eradicator weapon [ARM_CIR] range decreased to 1080 (1200), damage decreased to 511 (750), reload increased to 2.7 (1.0), area of effect increased to 128 (16), edge effectiveness increased to 0.33 (0), soundstart changed to bugmis (SabotFire), soundhit changed to FLAKHIT (SabotHit), model changed to fmdmisl (Sabot), explosiongaf changed to flakboom (fx), explosionart changed to flakboom (Explode5), waterexplosiongaf changed to flakboom (fx), waterexplosionart changed to flakboom (h2o), lavaexplosiongaf changed to flakboom (fx), and lavaexplosionart changed to flakboom (lavasplashsm). NOTE: Most Anti-air units had their ranges reduced somewhat, since even the most basic level 1 AA defenses, the Defender and Pulverizer, could easily cover more than screen. Level 1 AA static defenses should now feel very similar to level 1 ground defenses, with the Defender and Pulverizer mirroring the LLTs, with decent range, good damage, and quick fire rate. The PACKO and SAM should feel like the HLTs, with substantially longer range, so they can more easily cover a larger area, harder hitting, but a slower fire rate, meaning they can be overrun by a swarm, just like one or two HLTs can. Finally, the Chainsaw and Eradicator should fit more into the same role against aircraft as Radicals and Blockers have against ground. They fire more slowly, but have heavy armor, hit hard, and have a good area of effect on their weapon. They'll drop almost any level 1 air in a single shot, if it's a direct hit. Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] range decreased to 480 (510). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] range decreased to 500 (530), damage decreased to 37 (78), and special damages to level 1 bombers reduced to 111 (293). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE] range increased to 750 (650), reload increased to 1.04 (0.85), damage decreased to 25 (55), special damages to all non-bomber or torpedo aircraft reduced to 144 (220), special damages to bomber and torpedo aircraft reduced to 432 (450), soundstart changed to ROCKLIT2 (Rocklit3), and soundhit changed to XPLOSML4 (xplosml2). Arm Hawk and Tornado and Core Vamp and Voodoo weapon [ARMVTOL_ADVMISSILE2] damage decreased to 180 (270), and special damages given to bomber and torpedo aircraft of 540 (previously default of 270). NOTE: Whereas most ground, naval, and defense units have a base damage per second/metal of around 0.7 to 1.4 or so, fighters and advanced fighters against other aircraft had a ratio around 2.8 or more. Against bombers it was anywhere from 5 to 10. I've toned down the damage fighters do to other aircraft, and since they use the same weapons, this means that it will be fair to both sides, and fighter battles will last somewhat longer. When was the last time you saw a battle with 15 Flashes against 15 Instigators over in about 3 to 5 seconds? Damage against bombers is still higher than normal air to air damage, but I've standardized it, which will avoid oddities that existed before, such as level 1 fighters doing twice as much damage per metal against level 1 bombers than advanced fighters did against them. Now, fighters get 0.3 DPS/metal against ground, and 1.5 DPS against aircraft, and triple that, or 4.5 against bombers. Note that level 1 fighters only do normal air to air damage against level 2 bombers. Arm Freedom Fighter LOS decreased to 425 (500), speed increased to 11.97 (9.5), acceleration increased to 0.44 (0.35), brake rate increased to 10 (6), and turn rate increased to 902 (572). Arm Hawk LOS increased to 638 (625), speed decreased to 9.5 (11.4), acceleration decreased to 0.35 (0.4), brake rate decreased to 6 (9), and turn rate decreased to 572 (820). Arm Tornado LOS increased to 700 (650), speed decreased to 10.45 (11.97), acceleration decreased to 0.385 (0.44), brake rate decreased to 6.66 (10), and turn rate decreased to 629 (902). Core Avenger armor increased to 142 (138) and LOS decreased to 400 (460), speed increased to 10.9 (8.64), acceleration increased to 0.4 (0.3), brake rate increased to 8.75 (4.7), and turn rate increased to 781 (495). Core Vamp armor increased to 341 (331) and LOS increased to 600 (575), speed decreased to 8.64 (10.36), acceleration decreased to 0.3 (0.36), brake rate decreased to 4.7 (7), and turn rate decreased to 495 (710). Core Voodoo armor increased to 373 (362) and LOS increased to 640 (600), speed decreased to 9.5 (10.9), acceleration decreased to 0.33 (0.4), brake rate decreased to 5.17 (8.75), and turn rate decreased to 545 (781). NOTE: The speed and maneuverability of level 1 and level 2 fighters has been reversed. Much like the previous change made to the level 1 and level 2 subs, it doesn't make sense for the heavier advanced units to be faster and more maneuverable than the level 1 units, generally speaking. As with Flash tanks compared to Mumbos, level 1 fighters will be cheaper, faster, and more numerous, but will have less range, firepower, and armor than by their level 2 counterparts. Arm Thunder speed increased to 6.88 (5.48), turn rate decreased to 300 (390), and attackrunlength decreased to 130 (170). Core Shadow speed increased to 6.25 (5.25), turn rate decreased to 275 (370), attackrunlength decreased to 145 (170), and brake rate decreased to 0.5 (1.2). Arm Phoenix speed decreased to 5.5 (6.11), turn rate decreased to 175 (365), and attackrunlength decreased to 175 (300). Core Hurricane speed decreased to 5.0 (5.89), turn rate decreased to 160 (256), and attackrunlength decreased to 195 (300). Core Helios armor decreased to 3524 (5856), turn rate decreased to 140 (250), and attackrunlength decreased to 150 (300). Arm Tsunami speed reduced to 6.05 (8.35), turn rate decreased to 200 (356), and attackrunlength decreased to 220 (260). Core Maelstrom speed reduced to 5.5 (8.05), turn rate decreased to 180 (335), attackrunlength decreased to 245 (260), and brake rate decreased to 0.5 (1.2). Arm Lancet speed reduced to 5.5 (9.5), turn rate decreased to 175 (420), brake rate decreased to 0.4 (6), and acceleration decreased to 0.06 (0.2). Core Titan speed reduced to 5.0 (9.2), turn rate decreased to 160 (409), brake rate decreased to 0.5 (5), and acceleration decreased to 0.05 (0.15). Arm Albatross speed reduced to 6.05 (9.95), turn rate decreased to 200 (452), brake rate decreased to 0.4 (4), and acceleration decreased to 0.06 (0.27). Core Typhoon speed reduced to 5.5 (9.45), turn rate decreased to 180 (512), brake rate decreased to 0.5 (3), and acceleration decreased to 0.05 (0.26). Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] range increased to 900 (400), edge effectiveness reduced to 0.50 (0.99), and weapontimer increased to 6.5 (5). Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] edge effectiveness reduced to 0.50 (0.99). Arm Lurker and Core Snake weapon [ARM_TORPEDO] edge effectiveness reduced to 0.50 (0.99). Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] edge effectiveness reduced to 0.50 (0.99). Arm Sea Serpent weapon [TAWF009_WEAPON] edge effectiveness reduced to 0.50 (0.99). Core Leviathan weapon [CORSSUB_WEAPON] edge effectiveness reduced to 0.50 (0.99). Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] edge effectiveness reduced to 0.50 (0.99). Arm Moray weapon [ARMATL_TORPEDO] edge effectiveness reduced to 0.50 (0.99). Core Lamprey weapon [CORATL_TORPEDO] edge effectiveness reduced to 0.50 (0.99). Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] edge effectiveness reduced to 0.50 (0.99) and Arm PomPom and Core Aries added to the special submersible units damage list. Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] edge effectiveness reduced to 0.50 (0.99) and Arm PomPom and Core Aries added to the special submersible units damage list. Arm Anemone LOS increased to 600 (475) and sonar range increased to 800 (475). Core Jellyfish LOS increased to 600 (470) and sonar range increased to 800 (475). Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] range increased to 800 (480), default damage decreased to 163 (272), Arm PomPom and Core Aries added to the special submersible units damage list, special damages to all submersible units (Sub and amphibious units) reduced to 326 (543), and edge effectiveness reduced to 0.50 (0.99). NOTE: For those that hadn't noticed, depth-charge launchers do full damage to any sub or amphibious units, but only half damage to everything else (which primarily means ships). The default damage listed above is the "half-damage" to normal units. All sub and amphibious units are listed as special damages for the full damage. This was easier than making the default damage the normal damage, and then doing special damages of half for *every* other unit in the game besides the subs and amphibious ones. Additionally, when the Arm PomPom and Core Aries were made amphibious in a recent version, I forgot to add them to this and the other depthcharge weapons' lists. Arm and Core MRU metal make reduced to 1.0 (5). Arm Colossus and Core Hive metal make reduced to 1.0 (5). Arm and Core Construction KBot energy make reduced to 5 (12), energy use reduced to 5 (12), and metal make reduced to 0.1 (0.2). Arm and Core Construction Aircraft energy make reduced to 5 (9) and energy use reduced to 5 (9). Arm and Core Construction Vehicle energy make reduced to 12.5 (27), energy use reduced to 12.5 (27), and metal make reduced to 0.25 (0.4). Arm and Core Construction Hovercraft energy make reduced to 15 (20) and energy use reduced to 15 (27). Arm Beaver and Core Muskrat energy make reduced to 12.5 (27), energy use reduced to 12.5 (27), and metal make reduced to 0.25 (0.4). Arm and Core Construction Ship energy make reduced to 15.5 (30), energy use reduced to 15.5 (30), and metal make reduced to 0.3 (1). Arm and Core Construction Advanced KBot energy make reduced to 10 (22), energy use reduced to 10 (22), and metal make reduced to 0.2 (0.6). Arm and Core Construction Advanced Aircraft energy make reduced to 10 (18), energy use reduced to 10 (18), and metal make reduced to 0.2 (0.3). Arm and Core Construction Advanced Vehicle energy make reduced to 25 (45), energy use reduced to 25 (45), and metal make reduced to 0.5 (1.2). Arm Advanced Construction Sub metal cost reduced to 510 (695), armor increased to 1570 (360), energy make reduced to 31 (50), energy use reduced to 31 (50), and metal make reduced to 0.6 (2). Core Advanced Construction Sub metal cost reduced to 520 (690), armor increased to 1761 (393), energy make reduced to 31 (50), energy use reduced to 31 (50), and metal make reduced to 0.6 (2). Arm Construction Seaplane metal cost reduced to 208 (324), energy cost reduced to 4160 (18072), build time reduced to 10335 (30098), armor increased to 610 (270), energy make reduced to 12.5 (28), energy use reduced to 12.5 (28), and metal make reduced to 0.25 (0.6). Core Construction Seaplane metal cost reduced to 218 (346), energy cost reduced to 4412 (19047), build time reduced to 10455 (34904), armor increased to 704 (280), energy make reduced to 12.5 (28), energy use reduced to 12.5 (28), and metal make reduced to 0.25 (0.6). Arm Consul energy make reduced to 12.5 (28) and energy use reduced to 12.5 (28). Core Freaker energy make reduced to 7.5 (27), energy use reduced to 7.5 (27), and metal make reduced to 0.15 (0.2). NOTE: These changes to the amount of metal and energy produced by construction units was done to help prevent them from being more efficient than metal generators at producing metal, and in some cases more efficient at producing energy than Solar Collectors (Thanks to the Finns for noticing this one). Arm Scarab weapon [ARMSCAB_WEAPON] energy per shot decreased to 25000 (250000). NOTE: The Arm Scarab Anti-Nuke weapon was previously accidentally set to 250,000 energy per missile, not 25,000 like the others, both mobile and not. (Thanks Dragoon!) Arm Metal Maker energy use decreased to 120 (150). Arm Floating Metal Maker energy use decreased to 110 (140). Arm Moho Metal Maker energy use decreased to 900 (910) and metal production increased to 9 (7). Arm Underwater Moho Metal Maker energy use increased to 900 (840) and metal production increased to 10 (7). Core Metal Maker energy use increased to 130 (160). Core Floating Metal Maker energy use increased to 120 (150). Core Moho Metal Maker energy use decreased to 880 (980) and metal production increased to 8 (7). Core Underwater Moho Metal Maker energy use decreased to 900 (910) and metal production increased to 9 (7). NOTE: With the adjustment of Wind Generators several versions back, and the overall decreased abundance of cheap energy, metal makers have been increased in efficiency. Arm Metal Generator metal cost increased to 848 (424) and metal make increased to 2.0 (1.0). Core Metal Generator metal cost increased to 880 (440) and metal make increased to 2.0 (1.0). Arm and Core Metal Generator model and wreckage model size increased 50%. Core Morty armor increased to 675 (418). Core Morty weapon [CORE_MORT] damage increased to 308 (275) and reload increased to 2.54 (1.4). NOTE: This brings the Morty more in line, ratio wise, with being a sort of advanced Thud. Arm and Core Fortification Turret LOS increased to 600 (450), canguard set to 1 (0), and CanReclamate set to 1 (0). NOTE: This means that Fortification Turrets can now repair and assist in building, just like normal Nano Turrets (They have the same worker time). Arm Twilight energy use increased to 12.5 (7.5) and stationary cloak cost increased to 12.5 (7.5). Core Exploiter energy use increased to 12.5 (7.5), radar jamming range set to 100 (0), and description changed to "Stealthy Armed Metal Extractor" ("Armed Metal Extractor"). Arm Courier brake rate increased to 0.1 (0.02). Core Emissary brake rate increased to 0.115 (0.023). NOTE: This helps the transports to stop more quickly, since they can't start unloading units until they have stopped, and getting blown up because it took you too long to slow down so you could unload your units made them harder to use than necessary. Arm Podger canreclamate set to 1 (0), builddistance decreased to 30 (140), and model and wreckage model size increased 50%. Core Spoiler canreclamate set to 1 (0) and builddistance decreased to 30 (140), and model and wreckage model size increased 50%. Core Scorpion canreclamate set to 1 (0) and builddistance decreased to 30 (140), and model and wreckage model size increased 25%. Arm Valiant canreclamate set to 1 (0), canguard set to 0 (1), and builddistance decreased to 30 (70). Core Limiter canreclamate set to 1 (0), canguard set to 0 (1), and builddistance decreased to 30 (65). NOTE: This allows the minelayers to be able to reclaim wreckages, so they can help clean up the aftermaths of their minefields. They technically can also repair and assist, but their build distance has been set low, so this is difficult to exploit without manually telling them to assist everything, and getting them very close. Additionally, they cannot guard, so they cannot be set to guard a factory or construction unit. Arm Podger and Core Spoiler weapon [ANTIMINE_ROCKET] damage increased to 1200 (0), special damages of 0 given to all units except mines and fortification turrets, range increased to 800 (600), and edge effectiveness decreased to 0.1 (0.99). NOTE: This change extends the role of the Anti-Mine Rocket. Previously, they could be used to detonate any mines in a large area, and would also do damage to fortification turrets, destroying them with two direct or very near direct hits. Now, they can additionally be used as a wreckage and Dragon's Teeth clearing device. Three hits from anti-mine rockets should clear out a portion of Dragon's Teeth. Most level 1 unit wreckages will be destroyed by a single rocket in a fairly large area. This also works against anything else (Non-living unit-wise) that can be reclaimed, such as rocks and trees. As before, all units (besides mines and fortification turrets) take 0 damage from anti-mine rockets. Arm Mercury and Core Screamer weapon [ADVSAM] turnrate increased to 12000 (3000). Arm Peeper speed increased to 15 (12). Core Fink speed increased to 13.75 (11). Arm Fortification Turret Cantbetransported set to 0 (1). Core Fortification Turret Cantbetransported set to 0 (1). NOTE: Fortification Turrets that are dropped off somewhere without their platform will only be able to build things right next to themselves, and not at a distance. However, if you have them build some DT to surround themselves, they will be able to build at a distance again, as usual. Arm Infiltrator minimum cloaking distance (How close an unfriendly unit has to be to decloak it) increased to 150 (50). Core Parasite minimum cloaking distance (How close an unfriendly unit has to be to decloak it) increased to 150 (55). NOTE: This means that Spy KBots are now substantially easier to decloak. Arm Penetrator build time reduced to 13706 (17223). Arm Penetrator weapon [ARMMANNI_WEAPON] reload time reduced to 5.25 (7), energy per shot reduced to 1379 (1839), damage reduced to 3000 (4000), and special damages reduced accordingly. Core Banisher metal cost increased to 995 (939), energy cost increased to 12723 (12007), build time reduced to 13930 (18945), and armor increased to 3483 (3287). Core Banisher weapon [TAWF_BANISHER] damage decreased to 2925 (3680), energy per shot decreased to 1193 (1500), area of effect increased to 170 (128), and special damages reduced accordingly. Arm Prude metal cost increased to 2252 (1801), energy use increased to 1000 (-750), energy make increased to 1000 (0), armor increased to 9239 (8000), makesmetal increased to 12.0 (0), and onoffable added and set to 1. NOTE: The Prude now has an on/off switch. When "Off", the Prude functions as previously, producing energy from the Geothermal Vent. When "On", the Prude automatically converts all of the produced energy to metal at an efficient rate. This should help the Prude to be a bit more useful for Arm. Core Behemoth metal cost increased to 2300 (1825), energymake increased to 500 (450), and armor increased to 10380 (7083). Core Moho Exploiter LOS increased to 700 (520). Core Moho Exploiter weapon [CORMEXP_ROCKET] damage reduced to 254 (375), range reduced to 500 (650), and "reload time" decreased to 2.6 (5.0) NOTE: The reload time on the [CORMEXP_ROCKET] weapon shows as 0.2 because it fires a burst of 4, with a delay of 0.2 between each rocket, and then uses the script to make to wait 5 seconds before firing another burst of 4. The reload I mention being changed from 5.0 to 2.6 is the script "reload" delay (I changed a "sleep 5000;" to "sleep 2600;".). The actual "reload" of 0.2, which only affects the pause between rockets in a burst, has remained unchanged. In other words, they'll still fire in a burst as closely together as before, but the time between bursts has changed from 5 seconds to 2.6. Arm Scarab armor increased to 2000 (780). Core Hedgehog armor increased to 2200 (780). Arm Fido speed reduced to 1.33 (1.5). Arm Peewee weapon [PEEWEE_EMG] weapon velocity decreased to 450 (700). Arm Flash weapon [EMG] weapon velocity decreased to 450 (700). Arm Marauder speed decreased to 1.42 (1.6), and armor increased to 3627 (3073). Arm Marauder weapon [ARMMECH_CANNON] damage increased to 545 (484) and reload increased to 0.83 (0.8). Arm Bulldog and Core Goliath turret turn rate increased to 75 (50). Arm Flash speed increased to 3.48 (2.9). Arm Stumpy speed increased to 3.06 (2.55). Arm Construction Vehicle speed increased to 2.97 (2.475). Arm Beaver speed increased to 2.97 (2.475). Arm Shellshocker speed increased to 2.78 (2.33). Arm Samson speed increased to 2.96 (2.5). Arm Janus speed increased to 2.78 (1.9). Arm Pincer speed increased to 3.48 (2.9). Arm Courier speed increased to 3.3 (2.75). Arm Jeffy armor increased to 223 (220). Arm Jeffy weapon [ARM_LASER] reload decreased to 0.58 (0.59) and damage increased to 14 (12). Core Instigator speed increased to 3.16 (2.64). Core Raider speed increased to 2.78 (2.32). Core Construction Vehicle speed increased to 2.7 (2.25). Core Muskrat speed increased to 2.7 (2.25). Core Wolverine speed increased to 2.53 (2.09). Core Slasher speed increased to 2.69 (2.28). Core Shodan speed increased to 2.4 (1.5). Core Leveler speed increased to 2.4 (1.5), brake rate decreased to 0.015 (0.19), and acceleration decreased to 0.015 (0.02). Core Garpike speed increased to 3.16 (2.64). Core Emissary speed increased to 3 (2.5). Core Weasel weapon [CORE_LASER] reload decreased to 0.62 (0.64) and damage increased to 16 (14). Arm Hammer speed increased to 1.55 (1.35). Arm Rocko speed increased to 1.55 (1.34). Arm Jethro speed increased to 1.65 (1.4). Arm Warrior speed increased to 1.36 (1.25). Core Thud speed increased to 1.41 (1.23). Core Storm speed increased to 1.41 (1.22). Core Crasher speed increased to 1.5 (1.27). Arm Skimmer speed increased to 4.68 (3.9). Core Scrubber speed increased to 4.26 (3.55). Arm Anaconda speed increased to 3.83 (3.188). Core Snapper speed increased to 3.48 (2.9). Arm Swatter speed increased to 3.75 (3.125). Core Slinger speed increased to 3.42 (2.85). Arm Bear speed increased to 4.13 (3.438). Arm Construction Hovercraft speed increased to 3.71 (3.09). Core Construction Hovercraft speed increased to 3.37 (2.81). Core Turtle speed increased to 3.75 (3.125). Arm Mausser speed increased to 2.79 (2.325). Core Navarone speed increased to 2.54 (2.115). Arm Wombat speed increased to 2.79 (2.325). Core Nixer speed increased to 2.54 (2.115). Arm Spotter speed increased to 3.9 (3.25). Core Watcher speed increased to 3.55 (2.96). Arm Concealer speed increased to 3.24 (2.7). Core Blotter speed increased to 2.95 (2.46). Core Halberd speed increased to 2.7 (2.25). Arm Hermes speed increased to 2.56 (2.13). Arm Advanced Construction Vehicle speed increased to 2.64 (2.2). Arm Bulldog speed increased to 2.38 (1.98). Arm Triton speed increased to 2.97 (2.475). Arm Jammer speed increased to 2.59 (2.16). Arm Panther speed increased to 3.24 (2.7). Arm Penetrator speed increased to 2.23 (1.86). Arm Luger speed increased to 2.23 (1.86). Arm MERL speed increased to 2.23 (1.86). Arm Seer speed increased to 3.48 (2.9). Arm Recluse speed increased to 2.28 (1.9). Arm Gremlin speed increased to 2.88 (2.4). Arm Consul speed increased to 3.12 (2.6). Arm MRU speed increased to 1.26 (1.05). Arm Phalanx speed increased to 1.78 (1.48). Arm Demolisher speed increased to 2.56 (2.13). Arm Mumbo speed increased to 2.97 (2.475). Core Advanced Construction Vehicle speed increased to 2.4 (2.0). Core Deleter speed increased to 2.35 (1.96). Core Goliath speed increased to 2.16 (1.8). Core Pillager speed increased to 2.03 (1.69). Core Poison Arrow speed increased to 2.43 (2.026). Core Reaper speed increased to 2.7 (2.25). Core Croc speed increased to 3.07 (2.56). Core Copperhead speed increased to 2.33 (1.94). Core MRU speed increased to 1.15 (1.0). Core Termite speed increased to 2.16 (1.8). Core Informant speed increased to 3.17 (2.64). Core Diplomat speed increased to 2.03 (1.69). Core Banisher speed increased to 2.03 (1.67). Core Intruder speed increased to 2.64 (2.2). Core Tremor speed increased to 2.03 (1.67). ***Total Annihilation: Twilight v1.3a*** May 31st, 2007 DONE: AI and GAMEDATA directories included to make the AI very difficult and challenging. For some reason, these files must be included as sub-directories inside of your TOTALA directory. Being inside the rev31.gp3 file doesn't work, so I am including them inside this release and future releases. Some people may already have it, but it won't hurt to replace them with the latest ones, especially as I hope to make some AI tweaks in the future. You'll know if you didn't have the correct files before if the AI becomes dramatically more difficult after you put these sub-directories in. If you can easily handle 3 or more AIs allied together against you, you're most likely not using the updated AI files. ***NOTE:*** *Don't* just overwrite the "ai" and "gamedata" directories with the new ones, as that will leave files in there you don't need and that can override the newer settings. Delete the "ai" and "gamedata" directories in your "TOTALA" directory, and then copy over the ones from the latest released version (They're in the zip file). Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage decreased to 34 (67) and reload decreased to 0.81 (1.6). Arm Samson and Core Slasher weapon [ARMTRUCK_MISSILE] damage decreased to 48 (97) and reload decreased to 0.99 (2.0). Arm Jethro LOS increased to 600 (500). Core Crasher LOS increased to 600 (455) and torso turn rate increased to 275 (225).. Arm Samson LOS increased to 700 (600). Core Slasher LOS increased to 700 (545). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] damage decreased to 94 (141) and reload decreased to 1.33 (2.0). Arm Swatter LOS increased to 700 (660). Core Slinger LOS increased to 700 (600). Arm PomPom LOS increased to 650 (550). Core Aries LOS increased to 600 (500). Arm LLT energy storage reduced to 25 (100). Core LLT energy storage reduced to 25 (100). Arm Beamer energy storage reduced to 50 (100). Core HLLT energy storage reduced to 50 (100). Arm Solar Collector energy storage reduced to 50 (100). Core Solar Collector energy storage reduced to 50 (100). Arm Advanced Solar Collector energy storage reduced to 250 (500). Core Advanced Solar Collector energy storage reduced to 250 (500). Arm Sentinel energy storage reduced to 100 (200). Core Gaat Gun energy storage reduced to 100 (200). Arm Stingray energy storage reduced to 100 (200). Core Thunderbolt energy storage reduced to 100 (200). Arm Guardian energy storage reduced to 0 (200). Core Punisher energy storage reduced to 0 (200). Core Sumo energy storage reduced to 0 (100). Core Copperhead energy storage reduced to 0 (100). Arm Pit Bull energy storage reduced to 0 (25). Core Banisher energy storage reduced to 0 (22) and metal storage reduced to 0 (4). Arm Dragon's Claw energy storage reduced to 0 (15). Core Dragon's Maw energy storage reduced to 0 (15). Arm Requiter energy storage reduced to 0 (10) and metal storage reduced to 0 (2). Core Precluder energy storage reduced to 0 (10) and metal storage reduced to 0 (2). Arm Horizontal and Vertical Fortification Gate name changed to "Fortification Gate" ("Fortification Wall") and energy storage reduced to 0 (100). Core Horizontal and Vertical Fortification Gate name changed to "Fortification Gate" ("Fortification Wall"). Arm Hovercraft Platform energy storage reduced to 150 (200) and metal storage reduced to 150 (200). Core Hovercraft Platform energy storage reduced to 150 (200) and metal storage reduced to 150 (200). Arm Floating Hovercraft Platform energy storage reduced to 150 (200) and metal storage reduced to 150 (200). Core Floating Hovercraft Platform energy storage reduced to 150 (200) and metal storage reduced to 150 (200). Core Amphibious Complex energy storage reduced to 150 (160) and metal storage reduced to 150 (160). Arm Epoch energy storage reduced to 0 (1000) and metal storage reduced to 0 (100). Core Black Hydra energy storage reduced to 0 (1000) and metal storage reduced to 0 (100). Arm Moho Geothermal Powerplant energy storage reduced to 3000 (3500). Arm Experimental Gantry energy storage reduced to 300 (1400) and metal storage reduced to 300 (800). Core Experimental Gantry energy storage reduced to 300 (1400) and metal storage reduced to 300 (800). Arm Prude energy storage increased to 1500 (0). Core Behemoth energy storage increased to 1500 (500). Arm Air Repair Pad energy storage reduced to 0 (250). Core Air Repair Pad energy storage reduced to 0 (250). Arm MRU metal storage reduced to 1000 (5000). Core MRU metal storage reduced to 1000 (5000). Arm Colossus metal storage reduced to 1000 (5000). Core Hive metal storage reduced to 1000 (5000). Arm Metal Generator metal storage reduced to 0 (200). Core Metal Generator metal storage reduced to 0 (200). Arm and Core Moho Mine description changed to "Advanced Metal Extractor" ("Advanced Metal Extractor / Storage") and metal storage reduced to 100 (500). Arm and Core Underwater Moho Mine description changed to "Advanced Metal Extractor" ("Advanced Metal Extractor / Storage") and metal storage reduced to 100 (500). Arm Tick, Sharpshooter, Tornado, Rector, Requiter, Sabotage Mine, and Dragon's Eye, and Core Commando, Voodoo, Necro, Precluder, Sabotage Mine, and Dragon's Eye, have had the line "ActivateWhenBuilt=1;" added so that the radar jamming will activate. Previously, in 1.3, it did not, and so these "stealth" units showed up on radar. Arm Mercury and Core Screamer have had RadarDistance=2500; and ActivateWhenBuilt=0; added. NOTE: This change does not actually give the Mercury and Screamer radar range, since without the ActivateWhenBuilt set to 1, the radar does not activate. However, it still shows the radar range ring, which in this case can be used as a weapon range ring, so you can quickly check the minimap and see if a target is in range. Arm Avatar had RadarDistance=6900; and ActivateWhenBuilt=0; added. Core Mauler had RadarDistance=7300; and ActivateWhenBuilt=0; added. NOTE: See the above note for the Mercury and Screamer. This doesn't actualy give them radar, just a range ring. Arm Atlantis had RadarDistance=6900; and ActivateWhenBuilt=0; added. Core Zulu had RadarDistance=7300; and ActivateWhenBuilt=0; added. NOTE: See the above note for the Mercury and Screamer. This doesn't actualy give them radar, just a range ring. Arm Lurker speed increased to 4.9 (3.3), acceleration increased to 0.028 (0.015), brakerate increased to 0.03 (0.018), and turn rate increased to 400 (256). Core Snake speed increased to 4.5 (3.0), acceleration increased to 0.04 (0.025), brakerate increased to 0.03 (0.02), and turn rate increased to 440 (290). Arm Piranha speed decreased to 4.1 (4.9), acceleration decreased to 0.015 (0.028), brakerate decreased to 0.018 (0.03), and turn rate decreased to 256 (400). Core Shark speed decreased to 3.75 (4.5), acceleration decreased to 0.025 (0.04), brakerate decreased to 0.02 (0.03), and turn rate decreased to 290 (440). Arm Sea Serpent speed decreased to 3.3 (4.1). Core Leviathan speed decreased to 3.0 (3.75). NOTE: I switched the speeds and maneuverability on subs. For whatever reason, the level 1 subs were the slowest, the level 2 subs were the fastest, and the Advanced subs (Leviathan and Sea Serpent) were in between the two, speed wise. This would be somewhat like having the Flash be the slowest tank, the Mumbo the fastest, and the Bulldog in between, but still substantially faster than the Flash. Hopefully this will put subs more in line with most of the other units as far as "lower tech units tend to be lighter and faster". No wonder level 2 subs made level 1 subs pointless; not only did the level 1 subs have less range, armor and do less damage, they were also much slower. These changes may require some other changes to be made to the subs to balance them against each other and destroyers, etc, but we'll have to try them out as they are a bit before knowing which way to go on that. Arm Pelican, Skimmer, Swatter, Anaconda, Spotter, and Concealer movementclass changed to TANKHOVER2 (TANKHOVER3). Core Scrubber, Slinger, Snapper, Watcher, and Blotter movementclass changed to TANKHOVER2 (TANKHOVER3). Core Halberd model and wreckage model increased 25% and laser flare color adjusted to new weapon. ***Total Annihilation: Twilight v1.3*** May 28th, 2007 DONE: AI and GAMEDATA directories included to make the AI very difficult and challenging. For some reason, these files must be included as sub-directories inside of your TOTALA directory. Being inside the rev31.gp3 file doesn't work, so I have included them inside this release. Some people may already have it, but it won't hurt to overwrite it with this latest one, especially as I hope to make some AI tweaks in the future. You'll know if you didn't have the correct files before if the AI becomes dramatically more difficult after you put these sub-directories in. If you can easily handle 3 or more AIs allied together against you, you're most likely not using the updated AI files. Adjusted HLT posts to leave 80% metal amounts in Post form, instead of the normal 22 metal value of a normal post. Just like Dragon's Claws leave a DT, but with the Claws' 80% metal value. See the TAT-Corpse-Heap-Fixed-List.txt file for a list of units that have had their wreckage and heap armor and metal value fixed/checked. SOUND CHANGES: Sound Category [ARM_MEX] activate set to mexon1 (mexrun1) and select1 set to mexrun1 (mexon1). Sound Category [COR_MEX] activate set to mexon2 (mexrun2) and select1 set to mexrun2 (mexon2). Sound Category [ARM_MOHO] activate set to mohoon1 (mohorun1) and select1 set to mohorun1 (mohoon1). Sound Category [CORE_MOHO] activate set to mohoon2 (mohorun2) and select1 set to mohorun2 (mohoon2). NOTE: The Arm and Core metal extractors and Moho Mines were using their "power up" sound as their normal "running" sound, and vice versa. Fixed. Sound Category [ARM_MAKER] select1 set to metlrun1 (metlon1). Sound Category [CORE_MAKER] select1 set to metlrun2 (metlon2). NOTE: The Arm and Core metal makers and Moho metal makers were using their "power up" sound as their normal "running" sound. Fixed. [ARM_CUDA] sound category renamed to [ARM_TORPLAUNCH]. [COR_HAMMERHEAD] sound category renamed to [CORE_TORPLAUNCH]. Arm Harpoon soundcategory changed to [ARM_TORPLAUNCH] ([ARM_SHIP]). Arm Anemone soundcategory changed to [ARM_TORPLAUNCH] ([LLT]). Core Urchin soundcategory changed to [CORE_TORPLAUNCH] ([CORE_SHIP]). Core Jellyfish soundcategory changed to [CORE_TORPLAUNCH] ([LLT]). Arm Underwater Metal Storage soundcategory changed to [ARM_UWMETSTOR] ([ARM_MSTOR]). Core Underwater Metal Storage soundcategory changed to [COR_UWMESTOR] ([CORE_MSTOR]). NOTE: We have underwater metal storage sounds already, so why not use them? [ARM_CSUB] build set to WATNANO1 (nanlath1). [CORE_CSUB] build set to WATNANO2 (nanlath2). [CORE_NAUTILUS] build set to WATNANO2 (nanlath2). [ARM_SEAPLN] ok1 set to SEAPOK1 (vtolcrmv) and arrived1 set to SEAPOFF1 (vtolarld). [COR_SEAPLN] ok1 set to SEAPOK2 (vtolcrmv) and arrived1 set to SEAPOFF2 (vtolcrld). [ARM_CSEAPLN] ok1 set to SEAPOK1 (vtolcrmv) and arrived1 set to SEAPOFF1 (vtolarld). [COR_CSEAPLN] ok1 set to SEAPOK2 (vtolcrmv) and arrived1 set to SEAPOFF2 (vtolarld). [ARM_SEASONAR] ok1 set to SEAPOK1 (vtolarmv) and arrived1 set to SEAPOFF1 (vtolarld). [COR_SEASONAR] ok1 set to SEAPOK2 (vtolcrmv) and arrived1 set to SEAPOFF2 (vtolarld). NOTE: Just standardizing the Seaplane sounds. They were using some normal aircraft sounds, as well as Arm sounds for Core and vice-versa. Fixed. Core A.K. weapon [AK_LASER] soundstart changed to LASRLIT1 (lasrlit3). Core Weasel weapon [CORE_LASER] soundstart changed to LASRLIT3 (lasrfir1) Core Instigator weapon [GATOR_LASER] soundstart changed to PPRWEA (lasrlit3) Core Venom weapon [VENOM_LASER] soundstart changed to LASRLIT2 (lasrlit3). Arm Flea weapon [FLEA_LASER] soundstart changed to LASRHIT3 (lasrfir1). Arm Skeeter and Core Searcher weapon [ARMPT_LASER] soundstart changed to LASRFIR2 (lasrfir1). Arm and Core Commander and Decoy Commander weapon [ARMCOMLASER] soundstart changed to lasfirerb (lasrfir1) and soundhit changed to LASRHIT1 (lasrhit2). Core Gimp weapon [CORAMPH_WEAPON2] soundstart changed to LASRHVY2 (lasrhvy3). Core Sumo weapon [CORSUMO_WEAPON] soundstart changed to LASRHVY1 (lasrhvy3). Core Termite weapon [CORE_TERMITE_LASER] soundstart changed to LASRHVY3 (lasrfir2). Arm Pit Bull weapon [ARMPB_WEAPON] soundstart changed to QUADW1 (CANNHVY1) and soundhit changed to XPLOSML4 (xplomed2). Core Leveler weapon [CORLEVLR_WEAPON] soundstart changed to CANLITE2 (CANLITE3). Arm Protector weapon [AMD_ROCKET] soundstart set to ANTINUKE (misicbm1) and soundhit changed to shockwave2 (xplomed4). Arm Scarab weapon [ARMSCAB_WEAPON] soundstart set to ANTINUKE (misicbm1) and soundhit changed to shockwave2 (xplomed4). Core Fortitude weapon [FMD_ROCKET] soundstart set to ANTINUKE (misicbm1) and soundhit changed to shockwave2 (xplomed4). Core Hedgehog weapon [CORMABM_WEAPON] soundstart set to ANTINUKE (misicbm1) and soundhit changed to shockwave2 (xplomed4). Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] soundstart set to TORPGUN1 (torpedo1) and soundhit changed to EXMINE5 (xplodep2). Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] soundstart set to TORPGUN1 (torpedo1) and soundhit changed to EXMINE5 (xplodep2). Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] soundstart set to TORPGUN1 (torpedo1) and soundhit changed to EXMINE6 (xplodep2). Core Gimp weapon [CORAMPH_WEAPON1] soundstart set to TORPGUN1 (torpedo1) and soundhit changed to TORPGUN2 (xplodep2). Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] soundstart set to TORPEDO2 (torpedo1). Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] soundstart set to TORPEDO2 (torpedo1) and soundhit changed to XPLODEP2 (xplodep1). Arm Lancet and Core Titan weapon [ARMAIR_TORPEDO] soundhit set to XPLODEP3 (xplodep2). Arm Albatross and Core Typhoon weapon [ARMSEAP_WEAPON1] soundhit set to EXMINE8 (xplodep2). Arm Moray weapon [ARMATL_TORPEDO] soundstart set to EXPLODE2 (torpedo1) and soundhit changed to EXMINE7 (xplodep1). Core Lamprey weapon [CORATL_TORPEDO] soundstart set to EXPLODE2 (torpedo1) and soundhit changed to EXMINE7 (xplodep1). Arm Sea Serpent weapon [TAWF009_WEAPON] soundstart set to EXPLODE2 (torpedo1) and soundhit changed to EXMINE7 (xplodep1). Core Leviathan weapon [CORSSUB_WEAPON] soundstart set to EXPLODE2 (torpedo1) and soundhit changed to EXMINE7 (xplodep1). Arm Targeting Facility and Floating Targeting Facility energy use increased to 925 (625). Core Targeting Facility and Floating Targeting Facility energy use increased to 950 (650). Arm and Core Light Mine death and self-destruct explosion [MINE_LIGHT] edge effectiveness reduced to 0.5 (0.95). Arm and Core Medium Mine death and self-destruct explosion [MINE_MEDIUM] edge effectiveness reduced to 0.5 (0.95). Arm and Core Heavy Mine death and self-destruct explosion [MINE_HEAVY] edge effectiveness reduced to 0.5 (0.95). Arm and Core Light Naval Mine death and self-destruct explosion [FMINE_LIGHT] edge effectiveness reduced to 0.5 (0.95). Arm and Core Heavy Naval Mine death and self-destruct explosion [FMINE_HEAVY] edge effectiveness reduced to 0.5 (0.95). NOTE: This is an experiment to try and keep mines dangerous and worth using while at the same time trying to keep them from being *quite* so unforgivingly lethal. Feedback is appreciated. Arm Beamer build time decreased to 2166 (2925). Core HLLT build time decreased to 2250 (3039). Arm Dragon's Claw build time decreased to 2166 (2925). Core Dragon's Maw build time decreased to 2250 (3039). NOTE: This is to help give another reason to use Beamers/HLLTs instead of LLTs. The Beamer/HLLT still have about twice the firepower of 2 LLTs, and more than twice the armor, but now only take about 23% longer to build than a *single* LLT, making them quicker to put up, assuming you have the resources to handle the heavier energy/metal drain. The Dragon's Claw and Dragon's Maw had the same reduction in build time for similar reasons. Remember that while Claws and Maws do less damage than the Beamer or HLLT for similar cost, they also have close to triple the armor (And that is tripled again when they are underground). This means that while they won't destroy enemy units as quickly, they will be able to take return fire for much longer, and can withstand artillery bombardment or bombing better as well. For picking off light and fast units before they can break past your defenses, the Beamer and HLLT are often better choices, but for combating units that will be in the area longer and do more damage, or simply standing up to artillery trying to soften up a defensive line, Claws and Maws are an alternative worth considering. Also note that Claws and Maws are stealth, making them difficult to radar target. Arm Prude destroyed explosion changed to [LARGE_BUILDINGEX] ([BIG_BUILDINGEX]). [MEDIUM_BUILDING] weapon special damage to Core Pyros removed. [BIG_BUILDINGEX] weapon special damage to Core Pyros added, shakemagnitude set to 10 (8), and shakeduration set to 0.5 (.3). [CORPYRO_BLAST] damage increased to 1400 (650), area of effect increased to 360 (200), edge effectiveness increased to 0.2 (0.0), special damage to Core Pyros added, soundhit changed to XPLOMAS4 (xplolrg3), explosiongaf changed to TaarBoom (fx), explosionart changed to TaarBoom (explode2), and shakemagnitude set to 40 (10). Core Pyro destroyed explosion set to [BIG_BUILDINGEX] ([CORPYRO_BLAST]) and self-destruct explosion set to [CORPYRO_BLAST] ([MEDIUM_BUILDING]). NOTE: What all of the above explosion swapping around means: TAT v1.2 Pyro death explosion AoE: 200 Damage: 650 (65 to Pyros) Edge Effectiveness: 0.5 TAT v1.3 Pyro death explosion AoE: 340 Damage: 600 (60 to Pyros) Edge Effectiveness: 0.0 This means that while the area of effect is bigger, at 200 range on the old explosion, there was a guaranteed 325 damage. At 200 range on the new one, the damage is roughly 247, but does continue out further. TAT v1.2 Pyro self-destruct explosion AoE: 360 Damage: 1400 (140 to Pyros) Edge Effectiveness: 0.0 TAT v1.3 Pyro self-destruct explosion AoE: 360 Damage: 1400 (140 to Pyros) Edge Effectiveness: 0.2 These are the same except for the edge effectiveness increase. Before, the death explosion was doing 50% guaranteed minimum damage at the very edge of the blast, while the self-destruct explosion did no guaranteed damage, and 0 at the very edge of the blast. I thought it made more sense to have the self-destruct explosion (Which requires a specific command to sacrifice itself) giving some guaranteed minimum damage, rather than the much more frequent death explosion. Core Termite speed increased to 1.8 (1.6) and LOS increased to 290 (280). Arm Zipper LOS increased to 340 (270). Core Pyro LOS increased to 310 (245). Arm Zeus LOS increased to 285 (270). Core Gimp LOS increased to 375 (290) and sonar range increased to 400 (300). Core Can LOS increased to 270 (255). Core Sumo LOS increased to 600 (404). Arm PomPom LOS increased to 550 (280). Core Aries LOS increased to 500 (350). Arm Hermes LOS increased to 700 (400). Arm Phalanx LOS increased to 640 (300). Core Copperhead LOS increased to 582 (260). Arm Thunder LOS increased to 250 (150). Core Shadow LOS increased to 225 (130). Arm Phoenix LOS increased to 350 (200). Core Hurricane LOS increased to 320 (170). Core Maelstrom LOS decreased to 320 (350). Arm Liche LOS increased to 690 (350). Core Helios LOS increased to 400 (350). Arm Hawk LOS increased to 625 (500). Core Vamp LOS increased to 575 (460). Arm Tornado LOS increased to 650 (550). Core Voodoo LOS increased to 600 (510). Arm Mumbo LOS decreased to 310 (360). Core Reaper LOS decreased to 290 (330). Arm Peewee energy cost reduced to 380 (531). Core A.K. energy cost reduced to 429 (571). Arm Jethro energy cost reduced to 480 (571) and build time reduced to 535 (758). Core Crasher energy cost reduced to 504 (579) and build time reduced to 565 (793). Arm Hammer energy cost reduced to 465 (560). Core Thud energy cost reduced to 495 (585). Arm Shellshocker weapon [TAWF113_weapon] (in)accuracy reduced to 600 (850). Core Wolverine weapon [CORWOLV_GUN] (in)accuracy reduced to 650 (950). Arm Construction Vehicle build time reduced to 3641 (5180). Arm Beaver build time reduced to 3641 (5180). Core Construction Vehicle build time reduced to 3873 (5326). Core Muskrat build time reduced to 3873 (5326). Arm Advanced Construction Vehicle build time reduced to 8974 (12767). Core Advanced Construction Vehicle build time reduced to 9513 (13082). Arm Advanced Construction KBot build time reduced to 5071 (6319). Core Advanced Construction KBot build time reduced to 5366 (6505). Arm Banshee build time decreased to 1756 (2634). Core Venom build time decreased to 1854 (2781). Arm Brawler build time decreased to 3818 (5727). Core Rapier build time decreased to 4205 (6307). Arm Blade build time decreased to 11641 (17462). Core Blackdawn build time decreased to 12789 (19183). Core Krow build time decreased to 56153 (84229). Arm Invader energy cost reduced to 5250 (5473) and build time decreased to 5469 (7901). Core Roach build time decreased to 5699 (7899). Core Pyro turnrate increased to 1100 (950), brakerate increased to 0.2 (0.18), and acceleration increased to 0.11 (0.1). Core Pyro weapon [FLAMETHROWER] weapon timer increased to 1.3 (1.25). Arm Lurker and Core Snake weapon [ARM_TORPEDO] turnrate increased to 3750 (3000). Arm Peewee weapon [PEEWEE_EMG] turnrate increased to 3000 (2000). Arm Flash weapon [EMG] turnrate increased to 3000 (2000). Core Bladewing speed increased to 7.0 (5.0), brakerate increased to 8.5 (2.8), acceleration increased to 0.45 (0.22), and turnrate increased to 1100 (650). Arm Beaver sonar range increased to 250 (100) and ActivateWhenBuilt=1 added. Core Muskrat sonar range increased to 230 (95) and ActivateWhenBuilt=1 added. Arm Consul sonar range increased to 480 (0) and ActivateWhenBuilt=1 added. Core Freaker sonar range increased to 440 (0) and ActivateWhenBuilt=1 added. Arm Construction Sub speed increased to 4.1 (3.3) and ActivateWhenBuilt=1 added. Core Construction Sub speed increased to 3.75 (3.0) and ActivateWhenBuilt=1 added. NOTE: As far as I can tell, radar and sonar won't be work unless you have ActivateWhenBuilt=1 set in the unit file. Arm Marky armor increased to 504 (320), LOS increased to 1000 (800), radar range increased to 1875 (1500), energy use increased to 15 (14), energy make increased to 4.5 (4), speed increased to 1.98 (1.7), turnrate increased to 1000 (505), brakerate increased to 0.22 (0.018), and acceleration increased to 0.12 (0.045). Core Voyeur metal cost increased to 96 (93), armor increased to 560 (350), LOS increased to 910 (725), radar range increased to 1705 (1365), energy use increased to 15 (14), energy make increased to 4.5 (4), speed increased to 1.8 (1.55), turnrate increased to 950 (530), brakerate increased to 0.2 (0.012), and acceleration increased to 0.11 (0.041). Arm Seer armor increased to 916 (880), speed increased to 2.9 (2.6), LOS increased to 1200 (900), radar range increased to 2475 (1800), energy use increased to 20 (12), and energy make increased to 5 (3.5). Core Informant armor increased to 1015 (910), energy cost reduced to 2009 (2209), speed increased to 2.64 (2.36), LOS increased to 1090 (820), radar range increased to 2250 (1635), energy use increased to 20 (12), and energy make increased to 5 (3.5). NOTE: Previously, the energy use had been higher on the Radar KBots compared to the Radar Vehicles, even though they had less radar range. This was due to me reversing the KBot and Vehicle energy use values when I implemented them in TAT v1.0. This is now fixed. Arm Escort and Core Phantom description changed to "Radar/Sonar and Jamming Ship" ("Radar/Sonar/Radar Jammer Ship"). Arm Escort metal cost increased to 198 (131), energy cost increased to 2914 (1928), build time increased to 10139 (6708), armor increased to 1080 (510), radar range increased to 2725 (2475), sonar increased to 1100 (1000), speed increased to 3.75 (2.7), LOS increased to 1350 (1050), energy use increased to 50 (40), and energy make increased to 12.5 (10). Core Phantom metal cost increased to 204 (135), energy cost increased to 3206 (2254), build time increased to 10616 (7025), armor increased to 1224 (570), radar range increased to 2475 (2250), sonar increased to 1000 (910), speed increased to 3.41 (2.5), LOS increased to 1230 (955), energy use increased to 50 (40), and energy make increased to 12.5 (10). Arm Eagle armor decreased to 675 (800), LOS increased to 1500 (1250), radar range increased to 2970 (2475), sonar range increased to 1440 (1200), energy use increased to 53 (44), and energy make increased to 13 (11). Core Vulture armor decreased to 761 (890), LOS increased to 1365 (1135), radar range increased to 2700 (2250), sonar range increased to 1310 (1090), energy use increased to 53 (44), and energy make increased to 13 (11). Arm Seahawk armor decreased to 773 (1370), LOS increased to 1600 (1250), radar range increased to 3360 (2800), sonar range increased to 2580 (2150), energy use increased to 126 (105), and energy make increased to 31.5 (26). Core Hunter armor decreased to 864 (1560), LOS increased to 1460 (1135), radar range increased to 3055 (2545), sonar range increased to 2345 (1955), energy use increased to 126 (105), and energy make increased to 31.5 (26). Arm Seahawk and Core Hunter weapon [ARMSEHAK_WEAPON] range increased to 700 (300), turnrate increased to 10000 (500), soundhit set to EMGPULS1 (xplodep2), and damage increased to 1500 (900). NOTE: The Arm Seahawk and Core Hunter have a buildable weapon that you can build and store up several of (Like the anti-mine rockets or nukes). It is an EMP torpedo that will paralyze units for a short time. Arm and Core Decoy Commander armor increased to 6000 (3000). Arm Pincer energy cost reduced to 1331 (1996) and build time reduced to 1807 (1932). Core Garpike energy cost reduced to 1436 (2256) and build time reduced to 1906 (2039). Core Croc energy cost reduced to 2392 (5416), speed increased to 2.56 (2.25), and LOS increased to 265 (230). Core Croc weapon [CORE_MEDIUMCANNON] range increased to 330 (310), damage decreased to 201 (214), and area of effect increased to 64 (48). Arm Triton energy cost reduced to 7117 (10676) and LOS increased to 290 (240). Arm Triton weapon [ARM_MEDIUMCANNON] damage increased to 423 (395), reload increased to 1.34 (1.25), and area of effect increased to 64 (40). Core Poison Arrow energy cost reduced to 10944 (17088), build time decreased to 9419 (9981), and speed increased to 2.026 (1.8). Core Poison Arrow weapon [CORE_PARROW] damage increased to 560 (467), reload increased to 1.56 (1.3), and area of effect increased to 104 (80). NOTE: Amphibious tanks are generally the same price as their land based counterparts, except for a 33% extra energy cost. Arm Lemming energy cost increased to 1492 (1055). Arm Lemming death/self-destruct explosion [ARMLEMM_KILLED] edge effectiveness reduced to 0.5 (0.65). [BIG_UNITEX] weapon special damage to Arm Lemming removed. Arm and Core Fortification Wall HLT Posts are now stealth. Arm and Core Fortress Walls have been fixed so that they can no longer be reclaimed multiple times. They can be reclaimed once, for their normal metal price. They will still turn into the broken down and then rubble versions of the wall under sustained heavy damage as before, though. NOTE: Several units that had corpse models had explosions too powerful to allow the wreckage to survive the death explosion, due to incorrectly set wreckage armor values. Others, although they had perfectly good wreckage models, did not have them set as the wreckage in the unit .fbi file, so that the unit never left wreckage, no matter what. Most of these have been fixed. Arm Moho Metal Maker ExplodeAs set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]). Core Moho Metal Maker ExplodeAs set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]). Arm Underwater Moho Metal Maker ExplodeAs set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]). Core Underwater Moho Metal Maker ExplodeAs set to [MEDIUM_BUILDINGEX] ([LARGE_BUILDINGEX]). Arm Metal Generator ExplodeAs set to [WIND_GEN] ([LARGE_BUILDINGEX]). Core Metal Generator ExplodeAs set to [WIND_GEN] ([LARGE_BUILDINGEX]). [WIND_GEN] given special damage to Arm and Core Metal Generators of 600 (20). NOTE: Essentially, this means Metal Generators will chain-react about the same as before (Possibly with a wider distance between them than before, due to the 0.4 (40%) edge effectiveness on the WIND_GEN weapon, compared to the 0.0 (0%) on the old LARGE_BUILDINGEX weapon, but the area of effect is the same. However, since the special damage only affects the units themselves, they will now leave wreckages behind, which before were vaporized in the explosion. Arm Nano Platform "ARMpse=ARMNANOB_dead;" changed to "Corpse=ARMNANOB_dead;". NOTE: Apparently, quite a while back when Caydr (The maker of Absolute Annihilation upon which Total Annihilation: Twilight is based) was making the nano platforms, for which I had figured out the mechanics to get them working, he did a simple search and replace on a copy of the Core Nano Platform to turn it into the Arm Nano Platform. Changing each "COR" into an "ARM" would be a very quick way to do it. But instead of checking each replace, he must have chosen "Replace All", which then turned "Corpse" into "ARMpse". Oops. Fixed. Core Necro armor increased to 220 (200). Arm Geothermal Powerplant armor increased to 2080 (1750). Core Geothermal Powerplant armor increased to 2517 (2000). NOTE: Incidentally, Arm and Core Geothermal Powerplants wreckages had about half the armor they should have, but since they are on top of a feature, they can't leave wreckage. The same goes for metal extractors, since they're on top of the metal deposit feature. Arm and Core Energy Storage (Among other things) explosion [ESTOR_BUILDINGEX] damage reduced to 900 (1100). Arm and Core Energy Storage (Among other things) explosion [ESTOR_BUILDING] damage reduced to 1350 (1500). Arm Pit Bull, PACKO, and Ambusher have had cloaking removed. Arm Pit Bull has had stealth removed. Core Gimp movementclass changed to TANKDS2 (TANKBH3). NOTE: This gives it an amphibious KBot movementclass, instead of an amphibious vehicle movementclass, so it can climb steeper hills. Arm PomPom and Core Aries movementclass changed to TANKDS2 (KBOTSS2) and description changed to "Amphib. Anti-Air Laser KBot" ("Anti-Air Laser Flak Kbot"). NOTE: This means the PomPom and Aries are now amphibious. Arm PomPom added to the Arm Amphibious Complex build menu. Core Aries added to the Core Amphibious Complex build menu. Arm Floating Radar radar range increased to 3300 (2475), LOS increased to 933 (700), energy use increased to 26.5 (20), and energy make increased to 6.5 (5). Core Floating Radar radar range increased to 3000 (2250), LOS increased to 848 (635), energy use increased to 26.5 (20), and energy make increased to 6.5 (5). Core Wolverine weapon [CORWOLV_GUN] tolerance increased to 2000 (1000). Arm Skimmer armor increased to 611 (407). Arm Skimmer weapon [ARMSH_WEAPON] damage increased to 52 (35), reload decreased to 0.62 (0.625), and range increased to 240 (230). Special damages adjusted accordingly. Core Scrubber armor increased to 716 (476). Arm Anaconda armor increased to 2024 (1350) and build time decreased to 6138 (7350). Arm Anaconda and Core Snapper weapon [ARMANAC_WEAPON] damage increased to 229 (153) and tolerance decreased to 1500 (3000). Core Snapper armor increased to 2339 (1556) and build time decreased to 6579 (7535). Core Halberd metal cost decreased to 634 (704), energy cost decreased to 8556 (9501), build time decreased to 11223 (11303), armor increased to 3379 (3285) and speed increased to 2.25 (2.0). Core Halberd weapon [CORAMPH_WEAPON2] replaced with Core Termite weapon [CORE_TERMITE_LASER]. Arm Wombat metal cost decreased to 325 (425), armor increased to 1186 (902), and build time decreased to 9298 (9917). Core Nixer metal cost increased to 343 (456), armor increased to 1354 (1064), and build time decreased to 9564 (10337). Arm Swatter armor increased to 365 (201), build time decreased to 2495 (2800), and LOS increased to 660 (280). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] damage increased to 141 (140), range increased to 750 (700), and reload decreased to 2.0 (2.3). Core Slinger armor decreased to 434 (240), build time decreased to 2680 (2940), and LOS increased to 600 (280). Arm Spotter metal cost decreased to 113 (173), energy cost decreased to 1521 (2329), build time increased to 7281 (6323), armor increased to 719 (658), LOS increased to 950 (750), radar range increased to 1856 (1500), sonar range increased to 1235 (1000), energy use increased to 30 (24), and energy make decreased to 7.5 (7). Core Watcher metal cost decreased to 115 (176), energy cost decreased to 1652 (2529), build time increased to 7403 (6647), armor decreased to 805 (736), LOS increased to 865 (680), radar range increased to 1690 (1365), sonar range increased to 1120 (910), energy use increased to 30 (24), and energy make increased to 7.5 (7). Arm Concealer metal cost decreased to 76 (146), energy cost decreased to 1270 (1869), build time increased to 6973 (8900), and armor increased to 484 (462). Core Blotter metal cost decreased to 82 (157), energy cost decreased to 1356 (1995), build time increased to 7477 (9271), and armor decreased to 574 (546). Arm Bear armor increased to 9943 (6629). Core Turtle armor increased to 11266 (7511). The unused CORSFIG_WEAPON (ID 76) weapon is now the HOVER_ARTILLERY weapon. Arm Mausser metal cost decreased to 175 (380), energy cost decreased to 1975 (4289), armor decreased to 486 (585), and build time decreased to 4865 (7255). Arm Mausser weapon changed to HOVER_ARTILLERY (ARM_ARTILLERY). Core Navarone metal cost increased to 186 (683), energy cost decreased to 2099 (4481), armor increased to 604 (375), and build time decreased to 5177 (7580). Core Navarone weapon changed to HOVER_ARTILLERY (CORE_ARTILLERY). NOTE: Below is an excerpt from the TAT v1.0 changelog. Except I screwed up and took the 683 for armor and put it into the metal. It doesn't matter now since the hover artillery (And all other hovercraft) are being adjusted, but in case you were wondering why the Core Hover Artillery cost almost twice as much as the Arm one, this is why. "Core Navarone metal cost increased to 397 (364), energy cost increased to 4481 (3948), armor increased to 683 (375), build time decreased to 7580 (7636), speed increased to 2.115 (1.57), and turn rate decreased to 206 (310)." NOTE: I have reworked the hover artillery, and given them a new weapon. They should be substantially harder hitting than level 1 artillery, but still inferior to advanced vehicle artillery. Arm Construction Hovercraft metal cost decreased to 204 (306), energy cost increased to 2138 (3207), build time decreased to 5664 (13086), armor increased to 1298 (1225). Core Construction Hovercraft metal cost increased to 217 (326), energy cost increased to 2275 (3413), build time decreased to 6025 (13588), armor increased to 1519 (1437). Arm Thunder build time reduced to 2698 (4758). Core Shadow energy cost increased to 2349 (2265) and build time reduced to 2819 (4971). Arm Phoenix build time reduced to 8383 (14783). Core Hurricane build time reduced to 8650 (15255). Arm Tsunami build time reduced to 9461 (16684). Core Maelstrom build time reduced to 9596 (16922). Core Helios build time reduced to 14169 (24987). NOTE: This will potentially address the issue of having to invest a large amount of building time to build bombers. I would like to see their cost be more of a limiting factor. This may mean cost increases on bombers in the future, but in the mean time, reducing build time as the huge limiting factor will let us see how they play. Core Nautilus LOS increased to 650 (450), builder set to 0 (1), and Core Sabotage Mine removed from build menu. Weapon1=TWILIGHT; added to Core Nautilus. Core Nautilus is now immune to paralysis. [TWILIGHT] weapon reload increased to 5 (0.3), range decreased to 375 (400), and turret set to 0 (1). changed ballistic=1; to lineofsight=1; waterweapon=1; added propeller=1; added burnblow=1; added weaponvelocity=1; added startvelocity=1; added NOTE: The Core Nautilus has been given the [TWILIGHT] weapon. The above changes to the weapon were to balance it for use by the Nautilus. The area of effect and paralysis time is the same as before, and since that is the only part that is used when a Twilight explodes and causes paralysis, the Twilight explosion has not changed. However, the Nautilus is now able to "fire" an EMP blast centering on itself. This allows it to get close to enemy units while cloaked, paralyze them, and then capture or reclaim them. Previously you could do this by building the Sabotage Mine, but making the Nautilus a unit that can build allowed it to assist in building things. Since it has a large worker time (Just for reclaiming things quickly), this is abuseable, and was not the intent of the unit. Now, it can be used as intended, but not abused for assisting in construction. Arm Flakker NS added to Arm Advanced Fortification Turret build menu. Core Cobra NS added to Core Advanced Fortification Turret build menu. Arm Ambusher replaced with Arm Guardian in the Arm Consul build menu. Core Toaster replaced with Core Punisher in the Core Freaker build menu. Arm and Core Shark's Teeth set to height 100 (75). NOTE: This should help Shark's Teeth block incoming direct fire weapons better, since they previously didn't do as well as the Dragon's Teeth did on land. Arm Fatboy weapon [ARM_FATBOY_NOTALASER] (in)accuracy increased to 1300 (800) and soundhit changed to XPLOLRG3 (bertha6). Core Tremor weapon [TREM1] damage increased to 300 (200), reload increased to 0.75 (0.5), and (in)accuracy decreased to 450 (800). Arm Banshee weapon [MED_EMG] turnrate increased to 15000 (7500). Arm Brawler weapon [VTOL_EMG] turnrate increased to 15000 (7500). Core Sumo model size increased 25%. [KBOTSF2] movement class footprint set to 3x3 (4x4) and maxslope increased to 22 (15). NOTE: This means that Core Sumos can now be airlifted by level 1 Air Transports just like any other 3x3 units. I figured that if a Bulldog or Goliath can be carried by an Atlas or Valkyrie, then a Sumo should be able to, also. Arm Fatboy movementclass changed to [KBOTSF2] ([TANKSH3]). Arm Viking and Core Cronus weapon [TREMSHIP] damage increased to 328 (164), reload increased to 1.5 (0.75), and (in)accuracy decreased to 1200 (2400). Arm Viking and Core Cronus weapon [TREMSHIP] soundstart changed to TREMfire (cannhvy2) and soundhit changed to BLIGHThit (xplomed4). Arm Beamer weapon [TAWF001_weapon] soundstart set to LASRFIR1 (build2) and soundhit set to LASHIT (burn2). Arm Mumbo weapon [TAWF003_weapon] damage decreased to 42 (56), reload decreased to 0.15 (0.2), and soundstart set to LASRFIR2 (LASRFIR2_4). Core Viper weapon [CORVIPE_LASER] soundstart changed to viper_rocket (rockhvy3) and soundhit changed to MORTY (xplosml2). Core Tremor weapon [TREM1] soundstart changed to TREMfire (cannhvy2) and soundhit changed to BLIGHThit (xplomed4). Core Morty weapon [CORE_MORT] weaponvelocity increased to 350 (310). Arm Requiter and Core Precluder have had scripting changes to speed up their attack sequence, so it is roughly 4 seconds faster. NOTE: Tactical nuclear launchers aren't much good if they fire slowly. Tactical situations rarely unfold at a leisurely pace... Arm Abel and Core Caine have had RadarDistance=3000; and ActivateWhenBuilt=0; added. NOTE: This change does not actually give the Abel and Caine radar range, since without the ActivateWhenBuilt set to 1, the radar does not activate. However, it still shows the radar range ring, which in this case can be used as a weapon range ring, so you can quickly check the minimap and see if a target is in range. Arm Construction Ship worker time decreased to 210 (240). Core Construction Ship worker time decreased to 210 (240). Arm Advanced Construction Sub worker time increased to 420 (270). Core Advanced Construction Sub worker time increased to 420 (270). NOTE: The workertime on the Construction Ships was a bit high for a level 1 construction unit, and the workertime of the Advanced Construction Subs was only slightly above them. I lowered the workertime on the Construction Ships a bit, and then gave the Advanced Construction Sub double the workertime, just like all of the other advanced construction units compared to their level 1 versions. Arm Advanced Vehicle Plant energy cost increased to 21000 (7000) and build time increased to 54000 (27000). Arm Advanced KBot Lab energy cost increased to 23730 (7910) and build time increased to 48834 (24417). Arm Advanced Aircraft Plant energy cost increased to 28140 (9380) and build time increased to 62244 (31122). Arm Advanced Shipyard energy cost increased to 15750 (5250) and build time increased to 47246 (23623). Core Advanced Vehicle Plant energy cost increased to 23100 (7700) and build time increased to 55662 (27831). Core Advanced KBot Lab energy cost increased to 26250 (8750) and build time increased to 50626 (25313). Core Advanced Aircraft Plant energy cost increased to 28770 (9590) and build time increased to 62762 (31381). Core Advanced Shipyard energy cost increased to 16275 (5425) and build time increased to 48076 (24038). NOTE: For some reason energy cost on advanced factories was extremely low, so this has been raised. This should also make losing an advanced factory a little more complex than just reclaiming the wreckage and rebuilding, since there will be the energy that must be spent again. Additionally, the buildtime on the advanced factories has been increased, both to slow down rushing to advanced a little bit, but mainly to lower the metal drain when building them. For example, building the Arm Advanced Vehicle Plant with a single Arm Construction Vehicle in 1.2 drains 23.3 metal per second. This makes it difficult to gradually build up an advanced factory, since the metal drain is so high. You'd almost want to have 27 or more metal per second coming in, so you could be building it and still have a little metal left over for doing other things. Metal storage and other things can alter that somewhat, but overall it makes a gradual "investment" towards advanced tech while continuing to keep other priorities going harder to do without already having a lot of metal coming in. Now the drain is 11.6, which means even with 16 or so coming in, you could have that building and still afford to be putting out some units to attack or defend, build more energy production, etc. Arm Sharpshooter weapon [ARMSNIPE_WEAPON] damage increased to 12500 (8000), reload increased to 21.88 (14), and energy per shot increased to 2500 (1600). Core Skuttle DestructAs explosion [cormine6] damage increased to 12500 (10000). Arm Advanced Radar Tower metal cost increased to 245 (125), energy cost increased to 3750 (1830), buildtime increased to 5685 (4800), armor increased to 255 (120), and LOS increased to 1400 (1000). Arm Hyper Radar Tower metal cost decreased to 1225 (1280), energy cost decreased to 18750 (29032), buildtime decreased to 28425 (44352), armor decreased to 1275 (1500), and LOS increased to 2100 (1650). Core Radar Tower build time increased to 1175 (1137). Core Advanced Radar Tower metal cost increased to 250 (122), energy cost increased to 4000 (1920), buildtime increased to 5875 (4960), armor increased to 255 (130), and LOS increased to 1270 (910). Core Hyper Radar Tower metal cost decreased to 1250 (1341), energy cost decreased to 20000 (30039), buildtime decreased to 29375 (44649), armor decreased to 1275 (1600), and LOS increased to 1905 (1500). Arm Twilight stealth set to 0 (1) and radar jamming range set to 100 (0). NOTE: Twilights deactivate briefly when damaged, which includes radar jamming, so they will momentarily show up on radar when damaged, even though their cloaking will remain. Arm Tick, Sharpshooter, Tornado, Rector, Consul, Dragon's Eye, and sabotage mine and Core Commando, Voodoo, Necro, Freaker, Dragon's Eye, and sabotage mine have had stealth removed and radar jamming range increased to 80 (0), except for the Arm Sharpshooter, which had the radar jamming range increased to 80 (10). NOTE: This is to prevent an issue with undetectible units. To see a unit underwater, there are three criteria that must be met: 1. The unit must be uncloaked. This is no different from on land, since you can't see a cloaked unit. 2. The unit must be in LOS (Line of Sight) of one of your units. Again, this is the same as on land. 3. You must have sonar coverage of the area that the unit is in. This is the big difference from land. This means that if you have a unit that is underwater close to an enemy underwater unit, your unit will not see that unit, even if it is in LOS and the enemy unit is uncloaked, *IF* you do not have sonar coverage of that question. That's fine, and that's why sonar is important in the water. However, if a unit is stealth, it is automatically immune to both radar and sonar. This means that a stealth unit underwater will *never* fit the third criteria, and thus will never be visible, even if you have sonar coverage in the area, even if the enemy unit is uncloaked. For example, in a recent game Sora and I played, Sora had a Tick in the water, which is cloakable and stealth, and sneaked up to a factory of mine and started reclaiming it. When he started to reclaim it, the Tick decloaked, but I still could not see it, even though I had an Advanced Sonar right by it. There was no way to see it, since I could never meet the 3rd criteria, and not even a radar dot to target. I finally resorted to randomly placing and detonating naval mines in my base to destroy it. In any case, you can see why this would be an issue. While certainly less dangerous, a Dragon's Eye underwater will never be visible, even when uncloaked, which makes it difficult to deal with. Arm Requiter and Core Precluder given RadarDistanceJam=80;. NOTE: This is to make the Mobile Tactical Nuke Silos "stealth" just like the immobile ones already are. Arm Ranger and Core Messenger weapon [ARMSHIP_MISSILE] damage increased to 300 (140). Arm Ranger weapon [ARMMSHIP_ROCKET] damage reduced to 3076 (3218) and range reduced to 1450 (1750). Core Messenger weapon [CORMSHIP_ROCKET] damage reduced to 3900 (4026) and range reduced to 1400 (1700). Arm Ranger radar ranged increased to 1450 (1400). Arm Commander and Core Commander weapon [ARMCOMLASER] damage increased to 200 (130) and range increased to 400 (300). Arm Commander LOS increased to 650 (400). Core Commander LOS increased to 650 (400). Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] damage decreased to 6000 (8000), reload decreased to 3.75 (5), and energy per shot decreased to 4981 (6641). Arm Mercury and Core Screamer weapon [ADVSAM] range reduced to 2500 (3500), reload increased to 3.57 (2.5), damage increased to 1000 (500), and turnrate decreased to 3000 (99000). Core Screamer armor reduced to 5958 (5961). Arm Atlas armor increased to 438 (350) and build time decreased to 2975 (5500). Core Valkyrie armor increased to 518 (414) and build time decreased to 3125 (5889). Arm Radical and Core Blocker weapon [MEDIUMFIXED_GUN] damage increased to 637 (382) and reload increased to 2.5 (1.5). NOTE: This will help to distinguish Radicals and Blockers more from HLTs, since they will hit much harder, and have a good area of effect, but fire slowly. It should also give level 1 KBot artillery a better chance at engaging them. Arm Moray weapon [ARMATL_TORPEDO] reload increased to 3.6 (1.8), damage increased to 6084 (3042), and turnrate decreased to 1500 (45500). Core Lamprey weapon [CORATL_TORPEDO] reload increased to 4 (2), damage increased to 7006 (3503), and turnrate decreased to 1500 (30500). NOTE: This is to help make Advanced Torpedo Launchers not quite so lethal even to swarms of lighter units. ***Total Annihilation: Twilight v1.2*** May 12th, 2007 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.2" instead of "Total Annihilation: Twilight v1.1a". Arm Jeffy metal cost reduced to 35 (45), build time reduced to 709 (912), and armor decreased to 220 (244). Arm Jeffy weapon [ARM_LASER] damage reduced to 12 (18) and special damages adjusted accordingly. Core Weasel metal cost reduced to 38 (48), build time reduced to 815 (1030), and armor decreased to 266 (286). Core Weasel weapon [CORE_LASER] damage reduced to 14 (21) and special damages adjusted accordingly. NOTE: This should help edge Jeffies and Weasels more towards the lighter unit/scout role a bit. Arm PomPom armor increased to 547 (544). Core Aries armor decreased to 656 (659). Arm PomPom and Core Aries weapon [ARMFLAKLASER] damage increased to 88 (66). NOTE: Arm PomPom and Core Aries scripts adjusted and the flaklaser weapon given to the primary slot instead of the tertiary one. They seem to auto-fire much more effectively now. Try them out and let me know if they seem improved. Arm Energy Storage metal cost increased to 240 (80), energy cost increased to 2430 (810), build time increased to 8837 (4237), armor increased to 1250 (600), energy storage increased to 3000 (1000), footprint changed to 4x4 (3x3), model restored to original size, destroyed explosion set to ESTOR_BUILDINGEX (ARMESTOR_BUILDINGEX), and self-destruct explosion set to ESTOR_BUILDING (ARMESTOR_BUILDING). Core Energy Storage metal cost increased to 249 (166), energy cost increased to 2489 (1659), build time increased to 9000 (8513), armor increased to 1350 (900), and energy storage increased to 3000 (2000). Arm and Core Energy Storage (Among other things) explosion [ESTOR_BUILDINGEX] damage increased to 1100 (885). Arm and Core Energy Storage (Among other things) explosion [ESTOR_BUILDING] damage increased to 1500 (1270) and area of effect increased to 650 (520). Arm Recluse weapon [ADV_ROCKET] turn rate decreased to 1000 (2500). Core Advanced Construction Vehicle energy use increased to 45 (25). Arm Advanced Construction Sub LOS increased to 300 (120), sonar range increased to 400 (0), energy make increased to 50 (32), and energy use increased to 50 (32). Core Advanced Construction Sub LOS increased to 275 (120), sonar range increased to 365 (0), energy make increased to 50 (32), and energy use increased to 50 (32). Arm and Core Resurrection Submarines have been switched, so the Death Cavalry is now Arm, and the Grim Reaper is now Core. NOTE: The Death Cavalry already strongly resembled the Arm Advanced Construction Sub, and already used the Arm Sub sounds, and the Grim Reaper already used the Core Sub sounds. Core units traditionally cost slightly more than their Arm counterparts, and the Grim Reaper costs a little more than the Death Cavalry, despite being Arm. Arm units are usually faster, and the Death Cavalry was faster, even though it was Core. Even the "feel" of the names seems appropriate for the opposite sides (Grim Reaper sounds more "grim" and Core-like, and Death Cavalry sounds more "noble" and Arm-like.), so I think these just got confused and switched somehow at some point. Arm Death Cavalry energy storage increased to 100 (0), metal storage increased to 100 (0), energy use increased to 1.5 (0.1), and build time decreased to 13228 (13565). Core Grim Reaper energy storage increased to 100 (0), metal storage increased to 100 (0), and build time increased to 13565 (13228). Arm Shipyard and Advanced Shipyard waterline increased to 22 (1). NOTE: Core Shipyards were already at 22, which makes them partially submerged in the water, but the Arm ones were much less so. I noticed this when I switched the resurrection subs, since it was causing the Arm Death Cavalry to be built partially above water, and it stayed that way even when it left the shipyard. Arm Beaver build time reduced to 5180 (7770) and sonar range increased to 100 (0). Core Muskrat build time reduced to 5326 (7989) and sonar range increased to 95 (0). Arm Grim Reaper movementclass changed to BOATD3 (BOATD6). Core Death Cavalry movementclass changed to BOATD3 (BOATD6). Arm Hulk transportcapacity increased to 16 (12). Core Envoy transportcapacity increased to 16 (12). Core Intruder transportcapacity increased to 24 (15). Arm Liche weapon [Arm_pidr] damage increased to 8000 (6000), edge effectiveness decreased to 0 (0.3), and reload increased to 10 (8). Core Skuttle self-destruct explosion [cormine6] damage increased to 10000 (7500). Arm Wind Generator metal cost increased to 90 (35) and energy cost increased to 190 (128). Core Wind Generator metal cost increased to 88 (36) and energy cost increased to 198 (133). NOTE: Wind Generators have been adjusted in cost to cause energy to actually be a valuable commodity, instead of something to be ignored after the very beginning of the game. Previously Wind Generators were immensely superior to Solar Collectors in almost all ways. Yes, winds are variable from map to map, but even with winds bringing in only a meager 7 energy per second (compared to their maximum of 25), they were still 50% more efficient than Solar Collectors in terms of energy produced per metal spent. With wind strengths of 10 (Certainly not that unusual on even non-wind intensive maps), they produced more than twice as much energy per metal spent. If the winds were maxed out at 25 energy per second, they were more than 5 times (!) as efficient as solars. Now, with their new costs, a Wind Generator is still much cheaper in terms of energy cost per energy produced than Solar Collectors. The break even point for energy cost compared to a Solar Collector is 5 energy per second wind. Any wind higher than that and you will be spending less energy per energy produced with Wind Generators. This maintains Wind Generators in their role as emergency/cheap sources of energy when attempting to rebuild or get more energy quickly when energy reserves are already critically low. As far as energy produced per metal spent, the break even point is about 12.5 energy per second. Wind strengths that average less than that will mean Solar Collectors are more efficient, metal wise, although the Wind Generators would still be much more efficient energy cost wise. Winds higher than 12.5 would mean Wind Generators are a more efficient source of energy for the metal spent, all the way up to a maximum of 25 energy per second, at which point they would be twice as efficient as Solar Collectors, metal cost wise. This means that Wind Generators are still a very viable source of energy, but they are no longer the almost invariably best choice. Instead, the cheap energy cost of Wind Generators compared to Solar Collectors will have to be weighed against the wind strength, and how much it fluctuates up and down (Steady winds are a much safer bet than gusty winds, which require energy storage to avoid wasting the higher bursts of wind and help to use them to average out the lulls in the wind). On very windy maps, Wind Generators will still be a better choice in almost all situations, but now "very windy maps" will be more defined as maps in the "15-25" range, instead of the "Anything over 7 range". Maps with wind around 10-15 should end up with reasons for both Wind Generators and Solar Collectors to be built, and indeed you can build both to try and capitalize on the strengths of each. Arm Advanced Solar Collector metal cost increased to 544 (524), energy cost decreased to 5067 (7216), build time increased to 15594 (13260), and armor increased to 1275 (1020). Core Advanced Solar Collector metal cost decreased to 529 (542), energy cost decreased to 5267 (7486), build time increased to 15100 (13524), and armor increased to 1333 (1080). NOTE: Compared to 5 normal Solar Collectors (Which yields the same energy output as 1 Advanced Solar Collector), an Advanced Solar Collector is 33% more metal efficient, 33% less energy efficient, takes 25% longer to build, and has 33% of the armor. This makes them a better choice when you need to conserve space, or conserve metal, but they are a less effective choice when you need to increase energy output quickly, energy is very low, and if you are under heavy fire. Arm Vehicle Plant metal cost decreased to 600 (620). Core Vehicle Plant metal cost increased to 620 (600) and armor increased to 2933 (2550). Arm KBot Lab metal cost decreased to 680 (705) and armor decreased to 2600 (2690). Core KBot Lab metal cost increased to 705 (680) and armor increased to 2965 (2600). Core Shipyard armor increased to 2807 (2552). Arm Aircraft Plant metal cost decreased to 730 (850), energy cost decreased to 1340 (1370), and build time decreased to 7180 (7240). Core Aircraft Plant metal cost decreased to 750 (830), energy cost increased to 1370 (1340), armor increased to 2091 (1925), and build time increased to 7240 (7180). Arm Hovercraft Platform metal cost increased to 2100 (1407), build time decreased to 13000 (18520), and armor increased to 4200 (3005). Core Hovercraft Platform metal cost increased to 2170 (1493), build time decreased to 13400 (19005), and armor increased to 4774 (3356). Arm Floating Hovercraft Platform metal cost increased to 2100 (1509), build time decreased to 13000 (23150), and armor increased to 4200 (3005). Core Floating Hovercraft Platform metal cost increased to 2170 (1601), build time decreased to 13400 (23756), and armor increased to 4774 (3356). Arm Amphibious Complex metal cost decreased to 2100 (2355), build time decreased to 12000 (24421), armor increased to 4200 (2400), worker time increased to 210 (150), and waterline increased to 43 (1). Core Amphibious Complex metal cost decreased to 2153 (2410), build time decreased to 12100 (25009), armor increased to 4737 (2500), worker time increased to 210 (150), and waterline increased to 43 (1). Arm Advanced Vehicle Plant metal cost increased to 4200 (3372), energy cost increased to 7000 (5600), build time increased to 27000 (22425), and armor increased to 6962 (5296). Core Advanced Vehicle Plant metal cost increased to 4340 (3309), energy cost increased to 7700 (6160), build time increased to 27831 (23115), and armor increased to 7914 (5628). Arm Advanced KBot Lab metal cost increased to 4760 (3411), energy cost increased to 7910 (5734), build time increased to 24417 (20280), and armor increased to 7015 (4808). Core Advanced KBot Lab metal cost increased to 4935 (3352), energy cost increased to 8750 (6343), build time increased to 25313 (21024), and armor increased to 8000 (5072). Arm Advanced Shipyard metal cost increased to 4200 (4182), energy cost increased to 5250 (4068), build time increased to 23623 (19620), and armor increased to 6718 (4416). Core Advanced Shipyard metal cost increased to 4305 (4290), energy cost increased to 5425 (4207), build time increased to 24038 (19965), and armor increased to 7574 (4512). Arm Advanced Aircraft Plant metal cost increased to 5110 (3757), energy cost increased to 9380 (7911), build time increased to 31122 (26064), and armor increased to 4980 (3360). Core Advanced Aircraft Plant metal cost increased to 5250 (3724), energy cost increased to 9590 (7738), build time increased to 31381 (25848), and armor increased to 5628 (3520). Arm Seaplane Platform metal cost increased to 5140 (3779), energy cost increased to 6398 (5396), build time increased to 22983 (19248), and armor increased to 4316 (2912). Core Seaplane Platform metal cost increased to 5281 (3919), energy cost increased to 6652 (5367), build time increased to 23305 (20102), armor increased to 4878 (3200), and waterline increased to 43 (33). Arm Experimental Gantry metal cost increased to 6017 (4831), energy cost increased to 9999 (9089), build time increased to 39414 (32736), and armor increased to 10505 (7200). Core Experimental Gantry metal cost increased to 6238 (5247), energy cost increased to 11060 (9754), build time increased to 40860 (35905), and armor increased to 11980 (8000). NOTE: The following special AI only versions of units altered to reflect their normal player versions in regards to armor and wreckage values: Arm Cloakable Fusion Reactor Core Cloakable Fusion Reactor Arm Experimental Gantry Core Experimental Gantry Arm Metal Extractor Core Metal Extractor Arm Retaliator (Full Strategic Nuclear Silo) Build Time only since the armor was already done. Core Silencer (Full Strategic Nuclear Silo) Build Time only since the armor was already done. Arm Advanced Air Plant Core Advanced Air Plant Arm Advanced Vehicle Plant Core Advanced Vehicle Plant Arm Metal Extractor energy use increased to 7.5 (3). Core Metal Extractor energy use increased to 7.5 (3). Arm Underwater Metal Extractor energy use increased to 5 (2). Core Underwater Metal Extractor energy use increased to 5 (2). Arm Twilight energy use increased to 7.5 (5) and stationary cloak cost increased to 7.5 (5). Core Exploiter energy use increased to 7.5 (5). Arm Moho Mine energy use increased to 37.5 (15). Core Moho Mine energy use increased to 37.5 (12). Core Moho Exploiter energy use increased to 37.5 (12). Arm Underwater Moho Mine energy use increased to 25 (10). Core Underwater Moho Mine energy use increased to 25 (10). NOTE: I changed the base range of Kbots to be equal to vehicles, both at normal and advanced tech. Essentially, this means that most KBots gained either 33% more range, or 33% more firepower, or a combination of the two. This should help KBots at least get a chance to fire a few times before dying. They're already slow, so why cripple them with such poor range that they never even fire against vehicles? We'll see how it works out. Arm Peewee weapon [PEEWEE_EMG] range increased to 240 (180) and weapontimer decreased to 0.36 (0.7). Core A.K. weapon [AK_LASER] range increased to 240 (180). Arm Rocko and Core Storm weapon [KBOT_ROCKET] damage increased to 207 (155). Arm Hammer and Core Thud weapon [ARM_HAM] damage increased to 75 (56). Arm Jethro and Core Crasher weapon [ARMKBOT_MISSILE] damage increased to 67 (50). Arm Flea speed decreased to 2.33 (2.8). Arm Flea weapon [FLEA_LASER] damage increased to 12 (10) and special damage to Core Exploiter increased to 2 (1). Arm Warrior metal cost reduced to 252 (352), energy cost reduced to 3088 (4313), build time reduced to 3443 (4809), and armor reduced to 1336 (1350). Arm Warrior weapon [ARMWAR_LASER] reload increased to 0.41 (0.4) and damage increased to 99 (90). Special damages removed. Core Leveler metal cost reduced to 286 (362), energy cost reduced to 3553 (4497), build time reduced to 3957 (5009), and armor increased to 2002 (1500). Core Leveler weapon [CORLEVLR_WEAPON] reload increased to 1.21 (1.2) and damage increased to 166 (160). Special damages removed except reduce damage to other Levelers. Core Instigator weapon [GATOR_LASER] energy per shot increased to 3 (1). Core Venom weapon [VENOM_LASER] energy per shot increased to 2 (1). Core A.K. weapon [AK_LASER] energy per shot increased to 2 (1). Arm Panther weapon [Armlatnk_weapon] energy per shot increased to 5 (0). Arm Dragon's Claw weapon [DCLAW] energy per shot increased to 5 (0). Arm Demolisher weapon [ARM_HLIGHTNING] energy per shot increased to 60 (0) and weapon timer decreased to 0.7 (1). Arm Zeus weapon [LIGHTNING] energy per shot increased to 50 (0). Arm Pelican armor increased to 1300 (1258) and speed decreased to 1.76 (2.0). Arm Pelican weapon [ARMAMPH_WEAPON1] reload increased to 0.8 (0.75) range increased to 360 (275), and energy per shot increased to 8 (2). Arm Zipper armor decreased to 596 (623). Arm Zipper weapon [ARM_FAST] range increased to 360 (270), and weapontimer increased to 0.76 (0.6). Core Pyro weapon [FLAMETHROWER] range increased to 360 (270) and weapon timer increased to 1.25 (1). Arm Zeus weapon [LIGHTNING] range increased to 360 (300) and damage increased to 644 (580). Arm Fatboy metal cost reduced to 600 (800), energy cost reduced to 8021 (10694), build time decreased to 9740 (12986), and armor decreased to 2250 (3000). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] damage increased to 8000 (6000) and energy per shot increased to 1600 (1200). Arm Spider weapon [ARM_PARALYZER] range increased to 300 (220). Arm Fido weapon [GAUSS] damage increased to 368 (276). Arm Fido weapon [BFIDO] damage increased to 400 (300). Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 1264 (948). Arm Zeus armor increased to 2589 (2588). Arm Marauder weapon [ARMMECH_CANNON] damage increased to 484 (363). Core Gimp armor increased to 2015 (2013). Core Gimp weapon [CORAMPH_WEAPON1] range increased to 467 (350). Core Gimp weapon [CORAMPH_WEAPON2] damage increased to 248 (230) and range increased to 360 (300). Core Can weapon [CORE_CANLASER] damage increased to 483 (443) and range increased to 340 (285). Core Dominator weapon [CORHRK_ROCKET] damage increased to 1544 (1158) and area of effect increased to 96 (60). Core Morty weapon [CORE_MORT] damage increased to 275 (206) and area of effect increased to 80 (48). Core Sumo weapon [CORSUMO_WEAPON] damage decreased to 297 (314), reload decreased to 0.5 (0.55), and range increased to 675 (505). Core Sumo armor decreased to 9113 (9504). Core Doomsday Machine armor decreased to 13821 (14716). NOTE: This is directly because the Doomsday Machine uses the Core Sumo weapon. Core Shiva armor increased to 4529 (3396). ***Total Annihilation: Twilight v1.1a*** April 30th, 2007 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.1a" instead of "Total Annihilation: Twilight v1.1". Core Krogtaar wreckage model increased by 25% (The normal Krogtaar model was already increased by 25% in 1.1, but I forgot to increase the wreckage model size). Core Karganeth weapon [KARG_FLAME] special damage to Core Karganeths set at 3 (default of 7) and special damage to Core Firestorm increased to 3 (1). Core Firestorm weapon [FIRESTORM_WPN] special damage to Core Karganeths set at 3 (default of 7) and special damage to Core Firestorm increased to 3 (1). Arm Protector weapon [AMD_ROCKET] soundstart set to misicbm1 (Rockhvy1). Arm Scarab weapon [ARMSCAB_WEAPON] soundstart set to misicbm1 (Rockhvy1). Core Fortitude weapon [FMD_ROCKET] soundstart set to misicbm1 (Rockhvy1). Core Hedgehog weapon [CORMABM_WEAPON] soundstart set to misicbm1 (Rockhvy1). Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] soundstart set to launch3 (misicbm1). Arm Retaliator weapon [NUCLEAR_MISSILE] soundstart set to firing (launch3). Arm and Core AI Nuke Silo weapon [AINUKE] soundstart set to firing (launch3). Core Silencer weapon [CRBLMSSL] soundstart set to firing (launch3). Core Dragon's Maw weapon [DMAW] soundstart set to Flamhvy3 (Flamhvy1). Core Pyro weapon [FLAMETHROWER] soundstart set to Flamlit2 (Flamhvy1). Core Firestorm weapon [FIRESTORM_WPN] soundstart set to Burnlrg (Flamhvy1). Core Karganeth weapon [KARG_FLAME] soundstart set to Flamlit1 (Flamhvy1). Core Helios energy cost increased to 27041 (21633), build time increased to 24987 (22715), armor decreased to 5856 (8944), and speed decreased to 6.25 (7.75). Core Helios weapon [INFERNOBOMB] reload increased to 0.31 (0.25), default damage set to 350 (500), and special damage to all aircraft set to 35 (default of 500). NOTE: I made some approximations on the Helios for 1.1, but didn't do it very well, and so it was fairly ugly in actual usage. It may not be perfect now, but it should be substantially more balanced. ***Total Annihilation: Twilight v1.1*** April 25th, 2007 DONE: Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.1" instead of "Total Annihilation: Twilight v1.0". Arm Stumpy and Core Raider weapon [ARM_LIGHTCANNON] reload increased to 1.55 (0.95), damage increased to 181 (111), and area of effect increased to 80 (48). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE_A2A] special damage to Arm Freedom Fighter and Core Avenger reduced to default damage of 78 (122). Arm Freedom Fighter and Core Avenger weapon [ARMVTOL_MISSILE] special damage to Arm Freedom Fighter and Core Avenger reduced to default damage of 42 (84). Arm Sharpshooter armor increased to 1208 (520) and LOS increased to 975 (350). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] damage increased to 6000 (3500), and groundbounce set to 1 (0). NOTE: The groundbounce should help the Sharpshooter out in the situations where you blindfire on a target you've marked, and the shot hits a bit in front of it for some reason. Now the shot will bounce and hit the intended target, assuming it is just in front of where the shot initially landed. This, along with the increase in LOS (Anything you can see you have the range to hit), should help the Sharpshooter to better perform its primary function of sneaking around and picking off valuable targets from the cover of secrecy. Arm Detonator metal cost decreased to 1854 (1901), energy cost decreased to 26067 (27167), build time decreased to 98927 (99247), and armor increased to 6000 (3000). Core Catalyst metal cost increased to 1901 (1854), energy cost increased to 27167 (26067), build time increased to 99247 (98927), and armor increased to 6400 (3200). Arm Retaliator metal cost decreased to 2354 (2401), energy cost decreased to 77536 (84268), and armor increased to 10600 (5300). Core Silencer metal cost increased to 2401 (2354), energy cost increased to 84268 (77536), and armor increased to 11120 (5560). Arm and Core AI nuke silos armor increased and description changed to match normal silos. Arm Requiter metal cost decreased to 1391 (1426), energy cost decreased to 19550 (20375), build time decreased to 74195 (74435), and armor increased to 5000 (2500). Core Precluder metal cost increased to 1426 (1391), energy cost increased to 20375 (19550), build time increased to 74435 (74195), and armor increased to 5600 (2800). NOTE: Arm units tend to be slightly cheaper and build slightly faster than Core ones. For some reason, this trend was reverse with the nuclear units, with the Core ones costing slightly less and building slightly faster. The metal/energy/buildtime changes to the nuclear units was to fix this. Essentially, I reversed the costs. Arm Detonator and Core Catalyst weapon [ARMEMP_WEAPON] default damage increased to 10000 (6000), area of effect increased to 600 (400), cruise set to 0 (1), tracks set to 1 (0), and shake magnitude increased to 150 (100). Arm Requiter and Core Precluder description changed to "Amphib Mobile Tactical Nuke Launcher" ("Mobile Tactical Nuke Launcher"). NOTE: It has been Amphibious for a long time, but I wanted to make sure the description let people know, in case they were unaware. Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] default damage increased to 10000 (6000), area of effect increased to 500 (320), special damages to Arm and Core Commander increased to 1875 (1667), reload time decreased to 60 (90), cruise set to 0 (1), tracks set to 1 (0), shakemagnitude increased to 100 (20), and shakeduration increased to 2.0 (1.5). NOTE: The mobile and silo tactical nuclear missiles will now track their targets, allowing them to hit a moving mech or battlegroup much more easily. Strategic nuclear missiles (Arm Retaliator and Core Silencer) remain non-tracking. Arm Atlantis metal cost decreased to 5589 (11010). Core Zulu description changed to "Double Cannon Long-Range Plasma Ship" ("Long-Range Plasma Ship"), metal cost decreased to 10820 (14151), energy cost increased to 139053 (84009), and armor increased to 24490 (12200). Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] default damage reduced to 215 (430). Arm and Core Commander, Arm Sharpshooter, Tick, and Consul, and Core Skuttle, Commando, and Freaker added to the special submersible units damage list. Special damages to all submersible units (Sub and amphibious units) remains at 430. NOTE: This was supposed to have been done in 1.0, but I messed up and reversed it, so that in 1.0 it did 430 by default, and only 215 to all submersible units. This has now been corrected. Arm Avatar metal cost decreased to 3138 (4602) and energy cost reduced to 45510 (66748). Core Mauler metal cost decreased to 3246 (4761) and energy cost reduced to 46890 (68772). Arm Big Bertha and Vulcan and Core Intimidator and Buzzsaw weapons had rendertype changed to 1 (4) and model=LRPCshot; added. Arm Big Bertha weapon [ARM_BERTHACANNON] damage increased to 2000 (1600), energy per shot increased to 5000 (3000), area of effect increased to 144 (128), shake magnitude increased to 40 (0), and shake duration increased to 0.6 (0). Core Intimidator weapon [CORE_INTIMIDATOR] damage increased to 2500 (2000), special damages removed, energy per shot increased to 6000 (4000), shake magnitude increased to 40 (0), and shake duration increased to 0.6 (0). Arm Vulcan weapon [ARMVULC_WEAPON] energy per shot increased to 2875 (1250), shake magnitude increased to 30 (0), and shake duration increased to 0.4 (0). Core Buzzsaw metal cost decreased to 34632 (35705), energy cost reduced to 581950 (593314), and build time reduced to 655588 (672928). Core Buzzsaw weapon [CORBUZZ_WEAPON] energy per shot increased to 3240 (1350) area of effect increased to 128 (96), and shake magnitude increased to 30 (0), and shake duration increased to 0.4 (0). Core Skuttle self-destruct explosion [cormine6] shake magnitude decreased to 100 (150) and shake duration decreased to 1.0 (1.75). Arm Liche weapon [Arm_pidr] reload increased to 8 (5), shake magnitude increased to 80 (18) and shake duration decreased to 1.0 (2). [CRAWL_BLASTSML] explosion shake magnitude increased to 46 (16), and shake duration decreased to 0.75 (1.5). Arm and Core Nuclear Mine and Underwater Nuclear Mine destroyed and self-destruct explosion [MINE_NUKE] damage increased to 10000 (7500), special damages for Arm and Core mine layer vehicles and ships and Core mine layer KBot set to 5000 (100, 499, and 100, respectively), and edge effectiveness reduced to 0.1 (0.25). Arm Liche armor increased to 9075 (6050) and speed reduced to 8 (9). Arm Thunder metal cost decreased to 110 (130) and armor increased to 450 (350). Core Shadow metal cost decreased to 113 (131), energy cost reduced to 2265 (2845), and armor increased to 509 (380). Arm Phoenix energy cost decreased to 6327 (8499) and armor decreased to 937 (1020). Core Hurricane energy cost decreased to 6658 (8840) armor increased to 1085 (1055), and cruisealt increased to 225 (160). Core Helios energy cost increased to 21633 (16225), build time decreased to 22715 (40829), armor increased to 8944 (2740), cruise altitude increased to 300 (160), and description changed to "Stealth Heavy Incendiary Bomber" ("Heavy Carpet Bomber"). Core Helios weapon [INFERNOBOMB] damage reduced to 500 (750), area of effect increased to 480 (192) and edge effectiveness decreased to 0 (0.6). NOTE: The Helios was already stealth, but now the description reflects that attribute. Arm Blade description changed to "Heavy Sabot Gunship" ("Sabot VTOL"). Core Blackdawn description changed to "Heavy Sabot Gunship" ("Sabot VTOL"). Arm Peeper energy cost reduced to 670 (1180), build time reduced to 1084 (1723) and description changed to "Unarmed Scout Plane" ("Scout Plane"). Core Fink energy cost reduced to 713 (1095), build time reduced to 1111 (1437) and description changed to "Unarmed Scout Plane" ("Scout Plane"). Arm Freedom Fighter energy cost reduced to 794 (1399) and build time reduced to 1368 (2174). Core Avenger energy cost reduced to 845 (1434) and build time reduced to 1402 (2228). Arm Banshee energy cost reduced to 1455 (2910). Arm Banshee weapon [MED_EMG] turn rate increased to 7500 (5000). Core Venom armor reduced to 504 (537) and energy cost reduced to 1646 (3291). Arm Brawler energy cost reduced to 3164 (6327). Arm Brawler weapon [VTOL_EMG] turn rate increased to 7500 (5000). Core Rapier energy cost reduced to 3732 (7464). Arm Blade energy cost reduced to 14470 (28940). Core Blackdawn energy cost reduced to 16245 (28940). Core Krow energy cost reduced to 66966 (133932). Arm Blade and Core Blackdawn weapon [Vtol_Sabot] tolerance reduced to 6000 (8000). Core Rapier weapon [VTOL_ROCKET] tolerance increased to 6000 (2000). Arm PomPom and Core Aries weapon [ARMFLAKLASER] turn rate increased to 50000 (36000). Core Instigator energy cost reduced to 1048 (1097). Core Raider energy cost reduced to 1810 (1895). Arm Construction Vehicle energy cost reduced to 2138 (3042). Arm Beaver energy cost reduced to 3207 (4563). Arm Construction Hovercraft energy cost reduced to 3207 (4563). Arm Advanced Construction Vehicle energy cost reduced to 4275 (6084). Core Construction Vehicle energy cost reduced to 2275 (3244). Core Muskrat energy cost reduced to 3413 (4866). Core Construction Hovercraft energy cost reduced to 3413 (4866). Core Advanced Construction Vehicle energy cost reduced to 4549 (6488). Core Construction Ship energy cost reduced to 2287 (2375) and armor increased to 1239 (1150). Core Advanced Construction Sub armor increased to 393 (370). Arm Construction Aircraft energy cost reduced to 2100 (3323). Core Construction Aircraft energy cost reduced to 2226 (3523) and armor increased to 323 (290). Arm Advanced Construction Aircraft energy cost reduced to 4400 (6997) and armor increased to 587 (360). Core Advanced Construction Aircraft energy cost reduced to 4675 (7418) and armor increased to 678 (370). Arm Concealer speed increased to 2.7 (2.25). NOTE: This fixes a goof in TA:T 1.0 where I accidentally made the Arm Concealer slower than its counterpart, the Core Blotter. Core Behemoth armor increased to 7083 (6500). Core Metal Extractor buildangle increased to 8192 (2048). Core AI Metal Extractor buildangle increased to 8192 (2048). Core Exploiter buildangle decreased to 8192 (32768). NOTE: This control how far off straight "up and down" the extractors will be built, rotation wise. Exploiters, even though they had the same model as the Core Metal Extractor, had a much higher possible rotation angle, causing them to look "different" and be fairly easy to spot. Core Nautilus builder set to 1 (0), and Core Sabotage Mine added to build menu. NOTE: This means that the Nautilus should have a similar role to the Arm Tick, able to sneak up to an enemy unit while cloaked, paralyze it, and then capture or reclaim it. Arm Pit Bull metal cost reduced to 603 (805). NOTE: This was supposed to be changed to 603 in Twilight Beta 5.5, but somehow got changed to 805 instead, and went unnoticed ever since. Fixed. Core Pyro weapon [FLAMETHROWER] area of effect decreased to 32 (72). Core Reaper weapon [CORE_REAP] area of effect decreased to 32 (72). Core Firestorm metal cost increased to 1250 (850), energy cost increased to 17681 (12023), build time increased to 17188 (11688), and armor increased to 5222 (4227). Core Firestorm weapon changed to [FIRESTORM_WPN] ([ASSKICKER]). Core Firestorm weapon [FIRESTORM_WPN] damage increased to 8 (6), range increased to 650 (550), spray angle increased to 6000 (3000), and weapon timer increased to 2.4 (2). NOTE: Below are the assorted mech changes. I have attempted to standardize the armor to metal and firepower per metal ratios somewhat. However, the mech weapons are fairly non-standard, for the most part, and this makes it trickier than it might otherwise be. In other words, this is still a work in progress, as is everything else. Feedback is always welcome. Core Karganeth armor decreased to 12411 (13500), speed reduced to 1.41 (1.5), turn rate increased to 545 (480), and LOS decreased to 455 (495). Core Karganeth weapon [ASSKICKER] renamed to [KARG_FLAME], damage increased to 7 (6), range reduced to 405 (550), spray angle increased to 4096 (3000), and weapon timer decreased to 1.58 (2). Arm Razorback armor decreased to 10878 (12500), LOS increased to 500 (450), and turn rate increased to 600 (395). Arm Razorback weapon [MECH_BLAST] damage increased to 104 (95), range decreased to 405 (500), and weapon timer decreased to 0.75 (0.95). Arm Vanguard metal cost reduced to 5000 (7000), energy cost reduced to 32997 (46196), build time decreased to 66077 (92508), and armor increased to 11571 (10000). Core Krogtaar armor decreased to 25276 (26500), turn rate decreased to 720 (962), speed decreased to 1.5 (1.95), and LOS increased to 600 (450). Core Krogtaar weapon [COR_TAAR_RC] damage increased to 529 (300). Core Juggernaut armor increased to 70381 (60302) and LOS increased to 725 (525). Core Juggernaut weapon damage increased to 381 (360), area of effect increased to 128 (64), rendertype changed to 1 (4), model=Jugger_Blast; added, explosiongaf=fx; added, explosionart=smoke 2; added, and soundstart set to Jugg_plasma (Krogun1). Arm Bantha weapon [CORE_DOOMSDAY] replaced with Arm Penetrator weapon [ARMMANNI_WEAPON]. Arm Bantha armor increased to 45249 (35026), turn rate decreased to 450 (960), and LOS increased to 680 (475). Arm Bantha weapon [ARMBANTHA_FIRE] damage decreased to 735 (750). Arm Orcone and Core Krogoth weapon [KROG_BEAM] damage increased to 2500 (1250). Arm Orcone and Core Krogoth weapon [CORKROG_ROCKET] damage increased to 2010 (1760). Arm Orcone armor increased to 127273 (87500), speed decreased to 1.16 (1.25), LOS increased to 850 (700). Arm Orcone weapon [ARMORCO_FIRE] area of effect increased to 80 (40) and special damages to Arm Orcone and Core Krogoth removed. Core Krogoth armor increased to 159091 (103704), speed decreased to 1.05 (1.18), LOS increased to 775 (650). Core Krogoth weapon [CORKROG_FIRE] damage increased to 829 (410). Arm Lurker armor increased to 1370 (756). Core Snake armor increased to 1524 (850). Arm Lurker and Core Snake weapon [ARM_TORPEDO] default damage decreased to 684 (772), damage to Arm Harpoon, Core Urchin, Arm Moray, and Core Lamprey increased to default of 684 (338), other special damages adjusted accordingly, and turn rate increased to 3000 (1500). Arm Piranha armor increased to 2940 (1905). Core Shark armor increased to 3340 (2164). Arm Harpoon armor increased to 1768 (1608). Core Urchin armor increased to 1893 (1722). Arm Harpoon and Core Urchin weapon [COAX_TORPEDO] damage reduced to 1350 (1484). Arm Piranha and Core Shark weapon [ARMSMART_TORPEDO] default damage decreased to 1460 (1502) and damage to Arm Harpoon, Core Urchin, Arm Moray, and Core Lamprey increased to default of 1460 (751), other special damages adjusted accordingly, and turn rate decreased to 7500 (10000). Arm Sea Serpent armor increased to 10898 (7265). Arm Sea Serpent weapon [TAWF009_WEAPON] damage to Arm Harpoon, Core Urchin, Arm Moray, and Core Lamprey increased to default of 4791 (2395) and turn rate increased to 12000 (10000). Core Leviathan armor increased to 12471 (8314). Core Leviathan weapon [CORSSUB_WEAPON] damage to Arm Harpoon, Core Urchin, Arm Moray, and Core Lamprey increased to default of 5261 (2630). Arm Moray weapon [ARMATL_TORPEDO] turn rate decreased to 15000 (45500). Core Lamprey weapon [CORATL_TORPEDO] turn rate decreased to 15000 (30500). NOTE: The above sub changes (Increased armor) were done to help sub battles last a little longer and not be decided by a single torpedo so quickly. The other changes were to keep one side's submarine from being able to take an extra torpedo when so close in price. Arm and Core Fortification Wall (The HLT Fort. Wall) name changed to "Fortification Wall HLT Post" ("Fortification Wall"). Arm Fortification Wall HLT Post metal cost increased to 850 (750), energy cost reduced to 9029 (10413), build time decreased to 5400 (10769), armor increased to 9817 (7643), and LOS increased to 650 (440). Core Fortification Wall HLT Post metal cost increased to 885 (769), energy cost reduced to 9670 (10679), build time decreased to 5670 (11960), armor increased to 10311 (7785), and LOS increased to 590 (435). Arm Heavy Naval Mine LOS increased to 64 (60). Core Heavy Naval Mine LOS increased to 64 (55). Arm EMP Naval Mine LOS decreased to 64 (65). Core EMP Naval Mine LOS increased to 64 (60). NOTE: The trigger radius of mines is controlled by their line of sight (LOS). I adjusted the naval mines to have the same trigger radius as their land based counterparts. The Core Heavy Naval Mine in particular was having a hard time being triggered unless a unit moved very close to it. Core Valkyrie armor increased to 414 (365), speed decreased to 7.55 (8), and turn rate decreased to 324 (390). Arm Dragonfly and Core Seahook had IsAirBase=1; added (They now allow carried units to fire upon enemies while still being carried by the transport). Arm Dragonfly armor increased to 2610 (1450) and brake rate decreased to 2.5 (5). Core Seahook metal cost decreased to 827 (1044), energy cost decreased to 27091 (35091), build time decreased to 37089 (39089), armor increased to 4463 (1885), turn rate increased to 116 (96), speed increased to 6.36 (5), and brake rate increased to 2 (0.75). Arm and Core Advanced Fortification Turret now builds the Arm Flakker and Core Cobra, respectively, instead of the Arm Chainsaw and Core Eradicator. [ARMEMP_WEAPON] [MINE_NUKE] [cormine6] [MOBILE_TACNUKE] weapons Arm Explosiongaf set to Nuke and explosionart set to TacNuke. [AINUKE] [NUCLEAR_MISSILE] [CRBLMSSL] weapons Explosiongaf set to Nuke and explosionart set to FullNuke. NOTE: This is in an attempt to make nuclear strikes more distinctive, as well as more easily recognizable, amongst all the other explosions that may be occuring. The theory is that when a nuclear device detonates on your screen, you shouldn't have to wonder "Hey, was that a nuke?". You should *know*. Special damage to mechs (Arm Razorback, Vanguard, Bantha, and Orcone, and Core Karganeth, Krogtaar, Juggernaut, Krogoth) and Arm Epoch and Core Black Hydra removed from the following weapons: NOTE: Not all weapons listed had special damages to all of the above listed units. Most only had special damages for some of them. NOTE: Nuclear weapons still do special damage to mechs, and with their ability to track units (Barring the strategic nuke), they should be an effective anti-mech weapon. Core Skuttles are presumed nuclear. Core Banisher weapon [TAWF_BANISHER] Arm Penetrator weapon [ARMMANNI_WEAPON] Arm Big Bertha weapon [ARM_BERTHACANNON] Core Intimidator weapon [CORE_INTIMIDATOR] Arm Liche weapon [Arm_pidr] Arm and Core Light Mine weapon [MINE_LIGHT] Arm and Core Medium Mine weapon [MINE_MEDIUM] Arm and Core Heavy Mine weapon [MINE_HEAVY] Arm Sharpshooter weapon [ARMSNIPE_WEAPON] Arm and Core Light Naval Mine weapon [FMINE_LIGHT] Arm and Core Heavy Naval Mine weapon [FMINE_HEAVY] Arm Annihilator weapon [ARM_TOTAL_ANNIHILATOR] Core Doomsday Machine weapon [CORE_DOOMSDAY] Core Helios weapon [INFERNOBOMB] SOUNDS CATEGORY CHANGES: The following are all changes or additions made to the sound categories for units. Other than sounding different, these do not affect game play. [ARM_SEASONAR] select1 set to seasonr1 (seasonr2). NOTE: The Arm Radar/Sonar Seaplane had the Core Radar/Sonar Seaplane select sound. Fixed. [CORE_RADAR] activate set to radar2 (radar1) and deactivate set to radarde2 (radarde1). NOTE: The Core level 1 Radar Tower had the Arm level 1 Radar Tower activate and deactivate sound (This has been bugging me for years). Fixed. [ARM_ADVRADAR] working set to radadvn1 (radar2). [CORE_ADVRADAR] working set to radadvn2 (radar2). NOTE: The Arm and Core Advanced Radar Towers had the Core level 1 Radar Tower activate sound. Fixed. [ARM_SONAR] activate set to sonar1 (radar1). [CORE_SONAR] activate set to sonar2 (radar1). NOTE: Both the Arm and Core level 1 Sonar Stations had the level 1 Arm Radar Tower activate sound. Fixed. [CORE_NAUTILUS] category added. Core Nautilus sound category changed to CORE_NAUTILUS (CORE_CSUB). [CORE_CHOVER] [COR_SEAPLN] [COR_CSEAPLN] [COR_SEASONAR] [CORE_CSUB] all had build set to nanlath2 (nanlath1), repair set to repair2 (repair1), and working set to reclaim2 (reclaim1). [COR_CKBOT] [CORE_CVEHICLE] [CORE_CVTOL] [CORE_CSHIP] [CORE_COM] [CORE_REZ] all had working set to reclaim2 (reclaim1). [CORE_CVEHICLE] [CORE_CSUB] [CORE_REZ] all had capture set to capture2 (capture1). NOTE: There were quite a few Core Units using "Arm" nanolathing, repairing, reclaiming, etc sounds. Fixed. Arm Twilight sound category changed to ARM_MEX (COR_MEX). [ARM_FUS] [ARM_AMD] [MINE] [MINE3] [ARM_JAM] [ARM_SOLAR] [KBOTPLANT] [ARM_CVEHICLE] [ARM_KBOT] [ARM_TANK] [ARM_CSPD] all had cloak=kloak1; and uncloak=kloak1un; added. [MINE2] [MINE4] [COR_CKBOT] [COR_FMD] [CORE_SOLAR] [CORE_CVEHICLE] [ROACH] [COR_KBOT] [CORE_VEHICLE] all had cloak=kloak2; and uncloak=kloak2un; added. NOTE: Many units that can cloak did not have a the cloaking sound set in their category. Fixed. [VIPE] had cloak set to kloak1 (kloak2) and uncloak set to kloak1un (kloak2un). NOTE: The [VIPE] sound category, which both the Arm PACKO and Core Viper use, had the Core Cloaking sounds set, but since the Arm PACKO cloaks, and the Core Viper does not, I set it to the Arm Cloaking sounds. [JUGGERNAUT] select2=BUTNSID3;, ok2=BUTNSID3;, and arrived2=BUTNSID3; added. [ADVCOR_KBOT] category added. Core Krogtaar sound category changed to ADVCOR_KBOT (COR_KBOT). Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] soundhit set to Xplonuk5 (xplomed4). Arm Requiter and Core Precluder weapon [MOBILE_TACNUKE] soundhit set to Xplonuk5 (xplomed4). Arm Retaliator weapon [NUCLEAR_MISSILE] soundstart set to launch3 (misicbm1) and soundhit set to Orcrockhit (Xplonuk5). Core Silencer weapon [CRBLMSSL] soundstart set to launch3 (misicbm1) and soundhit set to Orcrockhit (Xplonuk5). AI Nuclear Silo weapon [AINUKE] soundstart set to launch3 (misicbm1) and soundhit set to Orcrockhit (Xplonuk5). Arm Protector weapon [AMD_ROCKET] energy per shot increased to 25000 (10000) and metal per shot increased to 1000 (200). Arm Scarab weapon [ARMSCAB_WEAPON] energy per shot increased to 25000 (10000) and metal per shot increased to 1000 (200). Core Fortitude weapon [FMD_ROCKET] energy per shot increased to 25000 (10000) and metal per shot increased to 1000 (200). Core Hedgehog weapon [CORMABM_WEAPON] energy per shot increased to 25000 (10000) and metal per shot increased to 1000 (200). ***Total Annihilation: Twilight v1.0*** Absolute Annihilation Twilight Beta 5.8 is Total Annihilation: Twilight v1.0! The name has changed, and we're making this official, after almost a year and a half of Twilight "Betas". March 18th, 2007 DONE: New Main Menu background. This is still a work in progress, but we needed something for the new version/name change. Thanks to Pail Ryder, for putting this together for us on such short notice! Changed the Main Menu so that it displays "Total Annihilation: Twilight v1.0" instead of "Twilight Annihilation Beta 5.7". Arm Rocko and Core Storm weapon [KBOT_ROCKET] weapon velocity increased to 286 (215). Arm Janus weapon [JANUS_ROCKET] weapon velocity increased to 253 (190). Arm Skimmer armor increased to 407 (365), build time decreased to 2520 (3388), and turn rate decreased to 464 (810). Arm Skimmer weapon [ARMSH_WEAPON] damage decreased to 35 (57), reload increased to 0.625 (0.6), and range increased to 240 (230). Special damages adjusted accordingly. Core Scrubber metal cost increased to 99 (82), armor increased to 476 (330), build time decreased to 2599 (3547), speed decreased to 3.55 (3.7), and turn rate decreased to 423 (810). Core Scrubber weapon [CORSH_WEAPON] replaced with Arm Skimmmer weapon [ARMSH_WEAPON]. Arm Anaconda metal cost decreased to 318 (372), build time decreased to 7350 (8115), speed increased to 3.188 (2.55), and turn rate decreased to 400 (750). Arm Anaconda weapon [ARMANAC_WEAPON] range decreased to 350 (450), damage increased to 153 (115), edge effectiveness decreased to 0.0 (0.50). Core Snapper metal cost decreased to 326 (380), armor increased to 1556 (1420), build time decreased to 7535 (8564), speed increased to 2.9 (2.2), and turn rate decreased to 364 (740). Core Halberd metal cost decreased to 704 (806), armor increased to 3285 (3000), build time decreased to 11303 (12251), speed increased to 2.0 (1.7), and turn rate decreased to 265 (360). Core Halberd weapon [CORE_CANLASER] replaced with Core Gimp weapon [CORAMPH_WEAPON2]. Arm Mausser metal cost decreased to 380 (406), armor increased to 585 (300), build time decreased to 7255 (7607), speed increased to 2.325 (1.62), and turn rate decreased to 231 (320). Core Navarone metal cost increased to 397 (364), energy cost increased to 4481 (3948), armor increased to 683 (375), build time decreased to 7580 (7636), speed increased to 2.115 (1.57), and turn rate decreased to 206 (310). Arm Wombat metal cost increased to 425 (325), energy cost increased to 4131 (3131), armor increased to 902 (450), build time decreased to 9917 (11933), speed increased to 2.325 (2.1), and turn rate decreased to 355 (740). Arm Wombat weapon [ARMMH_WEAPON] range increased to 1000 (670), reload increased to 6.3 (5), damage increased to 750 (500), area of effect increased to 96 (60), edge effectiveness decreased to 0.2 (0.5), and firestarter decreased to 70 (100). Core Nixer metal cost increased to 456 (318), energy cost increased to 4432 (3352), armor increased to 1064 (460), build time decreased to 10337 (12124), speed increased to 2.115 (2.1), and turn rate decreased to 355 (730). Core Nixer weapon [CORMH_WEAPON] range increased to 980 (650), reload increased to 6.3 (5), damage increased to 821 (550), area of effect increased to 106 (60), edge effectiveness decreased to 0.2 (0.5), and firestarter decreased to 70 (100). Arm Swatter armor decreased to 201 (575), build time decreased to 2800 (3747), speed increased to 3.125 (2.9), and turn rate decreased to 639 (780). Core Slinger metal cost increased to 125 (115), armor decreased to 240 (595), build time decreased to 2940 (3747), speed decreased to 2.85 (2.9), and turn rate increased to 640 (580). Arm Swatter and Core Slinger weapon [ARMAH_WEAPON] damage increased to 140 (135), and reload increased to 2.3 (2.0). Arm Spotter metal cost decreased to 173 (230), energy cost decreased to 2329 (5029), armor increased to 658 (650), LOS increased to 750 (600), radar range decreased to 1500 (1600), sonar range decreased to 1000 (1600), speed increased to 3.25 (2.8), turn rate increased to 413 (340), energy use increased to 24 (15), and energy make decreased to 7 (15). Core Watcher metal cost decreased to 176 (245), energy cost decreased to 2529 (5529), armor decreased to 736 (780), LOS increased to 680 (560), radar range decreased to 1365 (1500), sonar range decreased to 910 (1500), speed increased to 2.96 (2.4), turn rate increased to 419 (320), energy use increased to 24 (15), and energy make decreased to 7 (15). Arm Concealer metal cost decreased to 146 (290), energy cost decreased to 1869 (8869), armor decreased to 462 (600), buildtime decreased to 8900 (9156), speed decreased to 2.25 (2.7), turn rate increased to 416 (340), energy use increased to 26.5 (25), and energy make decreased to 6.5 (25). Core Blotter metal cost decreased to 157 (320), energy cost decreased to 1995 (8069), armor decreased to 546 (720), buildtime decreased to 9271 (9456), speed decreased to 2.46 (2.5), turn rate increased to 423 (320), radar jamming range decreased to 590 (600), energy use increased to 26.5 (25), and energy make decreased to 6.5 (25). Arm Bear build time reduced to 17038 (20341), armor increased to 6629 (5160), speed increased to 3.438 (2.4), and turn rate decreased to 290 (450). Core Turtle metal cost increased to 685 (650), energy cost increased to 8177 (7541), build time reduced to 17865 (19587), armor increased to 7511 (5020), speed increased to 3.125 (2.5), and turn rate decreased to 266 (428). Core Emissary speed reduced to 2.5 (2.55). Arm Construction Hovercraft metal cost increased to 306 (206), energy cost increased to 4563 (4070), build time increased to 13086 (7494), armor increased to 1225 (700), worker time increased to 210 (120), speed increased to 3.09 (2.2), turn rate decreased to 438 (620). Core Construction Hovercraft metal cost increased to 326 (219), energy cost increased to 4866 (4192), build time increased to 13588 (7601), armor increased to 1437 (815), worker time increased to 210 (120), speed increased to 2.81 (2), turn rate decreased to 400 (580). Core Intruder armor increased to 16776 (14725). Arm Radar radar range decreased to 2475 (3000), energy use increased to 20 (4), and energy make increased to 5 (0). Core Radar radar range decreased to 2250 (2800), LOS decreased to 635 (650), energy use increased to 20 (4), and energy make increased to 5 (0). Arm Floating Radar radar range decreased to 2475 (3000), energy use increased to 20 (2), and energy make increased to 5 (2). Core Floating Radar radar range decreased to 2250 (2800), LOS decreased to 635 (650), energy use increased to 20 (2), and energy make increased to 5 (2). Arm Advanced Radar radar range increased to 4950 (4900), energy use increased to 100 (18), and energy make increased to 25 (0). Core Advanced Radar energy use increased to 100 (17), energy make increased to 25 (0), and LOS decreased to 910 (950). Arm Sonar Station energy use increased to 20 (1), and energy make increased to 5 (1). Core Sonar Station sonar range decreased to 1225 (1250), LOS decreased to 635 (650), energy use increased to 20 (1), and energy make increased to 5 (1). Arm Advanced Sonar Station energy use increased to 100 (22), and energy make increased to 25 (22). Core Advanced Sonar Station sonar range decreased to 1955 (2050), LOS decreased to 910 (950), energy use increased to 100 (18), and energy make increased to 25 (18). Arm and Core Juno destroyed explosion changed to Juno_Pulse (ESTOR_BUILDINGEX) and self-destruct explosion changed to Juno_Pulse (atomic_blast). Arm Sneaky Pete radar jamming range increased to 750 (540), energy use increased to 46.5 (35), and energy make increased to 11.5 (0). Core Castro radar jamming range increased to 682 (540), energy use increased to 46.5 (35), energy make increased to 11.5 (0), and LOS increased to 150 (80). Arm Veil radar jamming range decreased to 1500 (2100), energy use increased to 233 (120), and energy make increased to 58 (0). Core Shroud radar jamming range decreased to 1364 (1800), energy use increased to 233 (150), and energy make increased to 58 (0). Arm Hyper Radar and Core Hyper Radar description changed to "Extreme Long-Range Radar/Jamming" ("Extreme Long-Range Radar"). Arm Hyper Radar radar range increased to 9900 (8500), radar jamming range decreased to 2250 (2600), LOS increased to 1650 (1250), energy use increased to 812.5 (220), and energy make increased to 135 (0). Core Hyper Radar radar range increased to 9000 (8000), radar jamming range decreased to 2045 (2300), LOS increased to 1500 (1200), energy use increased to 812.5 (250), and energy make increased to 135 (0). Arm Seer radar energy use increased to 12 (8) and energy make decreased to 3.5 (8). Core Informant radar range decreased to 1635 (1700), LOS decreased to 820 (850), energy use increased to 12 (11), energy make decreased to 3.5 (11), and speed decreased to 2.36 (2.5). Arm Jammer energy use increased to 46.5 (16), energy make decreased to 11.5 (16), and speed increased to 2.16 (1.8). Core Deleter radar jamming range increased to 775 (750), energy use increased to 46.5 (14), energy make decreased to 11.5 (14), and speed increased to 1.96 (1.8). Arm Marky energy use decreased to 14 (15), and energy make decreased to 4 (15). Core Voyeur radar range increased to 1365 (1350), LOS decreased to 725 (750), energy use decreased to 14 (16), energy make decreased to 4 (16), and speed decreased to 1.55 (1.65). Arm Eraser energy use increased to 40 (10). Core Spectre radar jamming range decreased to 545 (550), energy use increased to 40 (10), and speed decreased to 1.27 (1.3). Arm Eagle LOS increased to 1250 (1090), radar range decreased to 2475 (2500), energy use increased to 44 (23), and energy make decreased to 11 (23). Core vulture LOS increased to 1135 (1030), radar range decreased to 2250 (2300), sonar range increased to 1090 (1000), energy use increased to 44 (20), and energy make decreased to 11 (20). Arm Seahawk LOS increased to 1250 (1090), sonar range increased to 2150 (2000), energy use increased to 105 (12), and energy make increased to 26 (12). Core Hunter LOS increased to 1135 (1030), radar range decreased to 2545 (2600), sonar range increased to 1955 (1900), energy use increased to 105 (15), and energy make increased to 26 (15). Arm Crusader radar increased to 1500 (0). Core Enforcer radar increased to 1365 (0). Arm Escort radar range increased to 2475 (0), LOS increased to 1050 (300), sonar range increased to 1000 (0), energy use increased to 40 (18), energy make decreased to 10 (18), and description changed to "Radar/Sonar/Radar Jammer Ship" ("Radar Jammer Ship"). Core Phantom radar range increased to 2250 (0), LOS increased to 955 (310), sonar range increased to 910 (0), energy use increased to 40 (20), energy make decreased to 10 (20), and description changed to "Radar/Sonar/Radar Jammer Ship" ("Radar Jammer Ship"). Arm Fibber energy use increased to 20 (0.5) and energy make increased to 5 (0.5). Arm Colossus metal cost increased to 4072 (3072), energy cost increased to 94453 (71257), LOS increased to 1650 (1350), radar range increased to 4950 (4900), and sonar range increased to 2150 (1350). Core Hive metal cost increased to 4247 (3079), energy cost increased to 103293 (74715), armor increased to 17530 (15900), LOS increased to 1500 (1300), and sonar range increased to 1955 (1250). Arm Chainsaw armor decreased to 1745 (2618). Core Eradicator armor decreased to 1928 (2892). Arm Chainsaw and Core Eradicator weapon [ARM_CIR] damage increased to 750 (625), reload decreased to 1.0 (1.25), and turnrate increased to 30000 (20000). Arm Fido armor increased to 1342 (1265). Arm Fido weapon [GAUSS] damage increased to 276 (244). Arm Fido weapon [BFIDO] damage increased to 300 (264). Arm Zeus metal cost increased to 488 (435), energy cost increased to 5236 (4667), build time increased to 7808 (6960), and armor increased to 2588 (2175). Arm Maverick metal cost increased to 662 (331), energy cost increased to 8162 (4081), build time increased to 12318 (6159), armor increased to 1755 (700), and speed increased to 1.5 (1.4). Arm Maverick weapon [ARMMAV_WEAPON] damage increased to 948 (728) and weapon velocity increased to 625 (350). Core Termite speed down to 1.6 (1.8). Core Termite weapon [CORE_TERMITE_LASER] damage increased to 680 (476) and reload increased to 1.4 (0.98). Core Diplomat speed increased to 1.69 (1.67). Core Diplomat weapon [CORTRUCK_ROCKET] area of effect increased to 146 (140) and firestarter decreased to 70 (100). Core Pillager speed increased to 1.69 (1.67). Arm Merl weapon [ARMTRUCK_ROCKET] firestarter decreased to 70 (100). Core Dominator weapon [CORHRK_ROCKET] firestarter decreased to 70 (100). Arm Hammer and Core Thud weapon [ARM_HAM] (in)accuracy increased to 400 (0). Core Morty weapon [CORE_MORT] (in)accuracy increased to 400 (0). Arm Shellshocker weapon [TAWF113_weapon] (in)accuracy decreased to 850 (1100). Core Wolverine weapon [CORWOLV_GUN] (in)accuracy decreased to 950 (1200). Arm Fatboy metal cost reduced to 800 (951), energy cost decreased to 10694 (12713), build time decreased to 12986 (15437), armor increased to 3000 (2650), and turn rate increased to 281 (255). Arm Fatboy weapon [ARM_FATBOY_NOTALASER] damage increased to 1833 (600), reload decreased to 5.0 (6.75), and (in)accuracy increased to 800 (0). (Remember that higher is more inaccurate) Core Tremor metal cost 997 (907) and armor increased to 4450 (2900). Core Tremor weapon [TREM1] damage decreased to 200 (254). Arm Tick LOS increased to 350 (140) and made amphibious by changing its movement class changed to TANKDS2 (KBOTSS2). Arm Tick weapon [ARMTICK_PARALYZER] damage decreased to 1200 (4800), reload decreased to 1 (4), and range increased to 300 (100). Arm Spider speed reduced to 2.55 (3.4). Arm Gremlin LOS decreased to 280 (380). Arm Jeffy metal cost decreased to 45 (49), armor decreased to 244 (312), and turret turn rate reduced to 150 (200). Arm Jeffy weapon [ARM_LASER] damage increased to 18 (15), reload decreased to 0.59 (.61), and range decreased to 210 (240). Core Weasel metal cost decreased to 48 (52), armor decreased to 286 (364), and turret turn rate reduced to 150 (200). Core Weasel weapon [CORE_LASER] damage increased to 21 (20), reload decreased to 0.64 (0.75), range decreased to 210 (240), and energy per shot reduced to 2 (5). ***NOTE*** In the last version (5.7), the penalty for having such high speed was applied entirely to the firepower, and not to the armor. Now it has had half applied to firepower, and half to armor, which is why (Along with the range reduction) the firepower went up a little, even with the small cost decrease, but it is also why the armor went down so much with such a small cost decrease. Overall, they will do a bit more damage than before, but their range, while still superior to infantry KBots, is shorter than before, and they can take less damage now, making them less useful for straight up skirmishing. Arm Metal Extractor armor increased to 340 (170). Core Metal Extractor armor increased to 350 (175). ***NOTE*** This should help make raiding slightly more difficult, or at least give any defenses a little more time to react to the raiding units. Arm Bulldog turret turn rate decreased to 50 (75). Arm Bulldog weapon [ARM_BULL] damage increased to 932 (696) and reload increased to 1.7 (1.27). Core Goliath turret turn rate decreased to 50 (70). Core Goliath weapon [COR_GOL] damage increased to 972 (728) and reload increased to 1.87 (1.4). ***NOTE*** This will decrease the effectiveness of Bulldogs and Goliaths in skirmish situations. Arm Peewee weapon [PEEWEE_EMG] and Arm Flash weapon [EMG] have had slight guidance added to them: turnrate=2000; guidance=1; tracks=1; selfprop=1; Arm Banshee weapon [MED_EMG] turn rate increased to 5000 (4000). Arm Brawler weapon [VTOL_EMG] turn rate increased to 5000 (4000). Arm Peewee "weapon drawing" animation speed increased to 1200 (800). Arm Peewee turn rate increased to 1650 (960). Arm Rocko turn rate increased to 1508 (1005). Arm Hammer turn rate increased to 1493 (995). Arm Jethro turn rate increased to 1524 (1016). Arm Warrior turn rate increased to 1050 (700). Arm Flea turn rate increased to 2280 (1520). Arm Construction KBot turn rate increased to 1056 (1020). Core A.K. turn rate increased to 1500 (1100). Core Storm turn rate increased to 1371 (1003). Core Thud turn rate increased to 1357 (999). Core Crasher turn rate increased to 1385 (1011). Core Scorpion turn rate increased to 1530 (1020). ***NOTE*** To further emphasize the maneuverability of KBots over vehicles, most level 1 KBots were given a 50% boost to their turn rate, with Core KBots being about 10% slower than Arm KBots. Arm Peeper metal cost reduced to 30 (40), armor decreased to 40 (80), and LOS increased to 800 (690). Core Fink metal cost reduced to 32 (36), armor decreased to 47 (90), radar range increased to 1180 (1100), and LOS increased to 730 (640). Arm Hermes speed increased to 2.13 (1.5). Core Reaper weapon [CORE_REAP] damage increased to 21 (14) and spray angle increased to 4096 (2048). Core Pyro weapon [FLAMETHROWER] damage increased to 12 (8) and spray angle increased to 4096 (1024). Arm Infiltrator metal cost increased to 384 (128), energy cost increased to 16521 (5507), worker time increased to 900 (90), radar range increased to 2000 (625), sonar range increased to 1090 (625), radar jamming range increased to 850 (40), LOS increased to 1000 (500), moving cloak cost increased to 200 (150), stationary cloak cost increased to 100 (50), energy use increased to 93 (50), energy make increased to 25 (5), and speed decreased to 1.76 (1.9). Core Parasite metal cost increased to 423 (156), energy cost increased to 18173 (7673), worker time increased to 900 (90), radar range increased to 1820 (665), sonar range increased to 990 (665), radar jamming range increased to 775 (40), LOS increased to 910 (480), moving cloak cost increased to 200 (150), stationary cloak cost increased to 100 (50), energy use increased to 93 (56), energy make increased to 25 (8), and speed decreased to 1.6 (1.8). Arm Infiltrator and Core Parasite delay between building things removed (5 second delay in script). ***NOTE*** This should expand the use of spy KBots to more than just walking EMP bombs. They should now be able to see things in a large area, as well as providing almost level 1 radar coverage, and more than a screen of radar jamming. Finally, their improved worker time allows them to build anything on their (very limited) build menu very quickly. Core Sumo metal cost increased to 928 (833), energy cost increased to 13868 (12448), build time increased to 12992 (11662), armor increased to 9504 (7899), and turn rate decreased to 255 (400). Arm Recluse weapon [ADV_ROCKET] tolerance increased to 1000 (0). Arm Demolisher armor increased to 7734 (6153) and speed decreased to 1.48 speed (1.86). Arm Demolisher weapon [ARM_HLIGHTNING] energy to fire reduced to 0 (171). ***NOTE*** This should put the Demolisher more into the "heavy mobile defense" role, similar to the Sumo, or heavy support. Arm Panther weapon [Armlatnk_weapon] energy to fire reduced to 0 (5). Removed "maps" directory from the rev31.gp3 file, so "blank"/grayed out maps won't show up. Previously, this caused TA to think you had certain maps, even if you didn't, which meant they would show up with a grayed out minimap preview in the map list. If you had the map, it worked fine. Core Shiva metal cost increased to 843 (722), energy cost increased to 9273 (7942), buildtime increased to 9592 (8215), armor increased to 3396 (1502), turret/torso turn rate decreased to 100 (140), and the [CORHRK_ROCKET] weapon replaced with the [CORMH_WEAPON]. ***NOTE*** The [CORMH_WEAPON] is the Core Nixer's (hovercraft rocket launcher) weapon. Arm Avatar metal cost reduced to 4602 (6864), energy cost reduced to 66748 (84140), and build time reduced to 42593 (98231). Core Mauler metal cost reduced to 4761 (7060), energy cost reduced to 68772 (92460), and build time reduced to 46619 (105049). ***NOTE*** These now have about half the build time of their immobile cousins, making them a nice choice when you need to get one up quickly. Core Krow turret turn rate decreased to 200 (350) and speed reduced to 3.75 (4.38). Core Krow weapon [KROWLASER] reload increased to 1.0 (0.53) and damage increased to 685 (363). ***NOTE***This maintains the Krow's damage per second, but means that more damage is wasted when targeting smaller units, and they won't be able to destroy units as quickly over all. Arm Razorback weapon [MECH_BLAST] edge effectiveness increased to 0.5 (0). ***NOTE*** This should help the Razorback to do damage in more of a small, narrow "cone" shape, instead of just in a line. Arm Pit Bull weapon [ARMPB_WEAPON] weapon velocity increased to 875 (725). Core Viper weapon [CORVIPE_LASER] start velocity and weapon velocity increased to 800 (650). Arm Guardian metal cost reduced to 1000 (1166), build time increased to 19227 (13377), and armor increased to 6000 (4664). Arm Guardian weapon [ARMFIXED_GUN] damage increased to 817 (560), reload increased to 3.25 (2.8), and (in)accuracy increased to 500 (0). Core Punisher metal cost reduced to 1052 (1227), build time increased to 19768 (13268), and armor increased to 6312 (4908). Core Punisher weapon [CORFIXED_GUN] damage increased to 915 (600), reload increased to 3.5 (3.0), and (in)accuracy increased to 600 (0). Arm Ambusher metal cost reduced to 2100 (2332), build time increased to 40377 (26754), armor increased to 12600 (5652), and damage modifier increased to 0.44 (0.2). Arm Ambusher weapon [ARMAMB_GUN] damage increased to 2557 (1565), shakemagnitude set to 32 (0), and shakeduration set to 1 (0). Core Toaster metal cost reduced to 2210 (2454), build time increased to 41513 (26536), armor increased to 13260 (5949), and damage modifier increased to 0.44 (0.2). Core Toaster weapon [CORTOAST_GUN] damage increased to 2854 (1659), shakemagnitude set to 32 (0), and shakeduration set to 1 (0). Arm PACKO and Core SAM weapon [GA2] damage decreased to 83 (111) and reload decreased to 0.6 (0.8). Arm Sharpshooter weapon [ARMSNIPE_WEAPON] area of effect decreased to 32 (64) and edge effectiveness increased to 0.5 (0). Core Commando sonar range increased to 550 (0). Core Commando weapon [COMMANDOLAS] reload increased to 60 (20). Arm Moray added to the Arm Consul and Advanced Fortification Turret build menu. Core Lamprey added to the Core Freaker and Advanced Fortification Turret build menu. Arm Harpoon added to the Arm Beaver and Arm Fortification Turret build menus. Core Urchin added to the Core Muskrat and Core Fortification Turret build menus. Arm Stingray added to the Arm Beaver build menu. Core Thunderbolt added to the Core Muskrat build menu. Core Nautilus armor increased to 2304 (768). Arm Jethro LOS increased to 500 (290). Arm Samson LOS increased to 600 (335). Core Crasher LOS increased to 455 (292). Core Slasher LOS increased to 545 (330). Arm Pompom and Core Aries weapon [ARMFLAKLASER] tolerance increased to 10000 (2000) and turn rate increased to 36000 (24000). Arm Advanced Solar Collector metal cost increased to 524 (262), energy costs increased to 7216 (3608), build time increased to 13260 (6630), armor increased to 1020 (510), energy storage increased to 500 (250), and energy make increased to 100 (50). Core Advanced Solar Collector metal cost increased to 542 (271), energy costs increased to 7486 (3743), build time increased to 13524 (6762), armor increased to 1080 (540), energy storage increased to 500 (250), and energy make increased to 100 (50). Arm and Core Air Repair Pad scripts reworked so that aircraft spread out to use all available pads instead of bunching up like they used to. (Thanks Corncobman!) Arm Air Repair Pad metal cost decreased to 570 (870). Core Air Repair Pad metal cost decreased to 587 (887). Arm Metal Maker energy use decreased to 150 (200). Arm Floating Metal Maker energy use decreased to 140 (190). Arm Moho Metal Maker energy use increased to 910 (900) and metal production increased to 7 (5). Arm Underwater Moho Metal Maker energy use decreased to 840 (850) and metal production increased to 7 (5). Core Metal Maker energy use decreased to 160 (210). Core Floating Metal Maker energy use decreased to 150 (200). Core Moho Metal Maker energy use increased to 980 (950) and metal production increased to 7 (5). Core Underwater Moho Metal Maker energy use increased to 910 (900) and metal production increased to 7 (5). Arm Archer metal cost increased to 1515 (1314), energy cost increased to 19667 (17058), build time increased to 20433 (17722), and armor increased to 4132 (3039). Core Shredder metal cost increased to 1566 (1358), energy cost increased to 20666 (17921), build time increased to 21120 (18315), and armor increased to 4698 (3570). Arm Anemone and Core Jellyfish weapon [COAX_DEPTHCHARGE] default damage reduced to 272 (543). Arm and Core Commander, Arm Sharpshooter, Tick, and Consul, and Core Skuttle, Commando, and Freaker added to the special submersible units damage list. Special damages to all submersible units (Sub and amphibious units) remains at 543. Arm Crusader and Core Enforcer weapon [DEPTHCHARGE] default damage reduced to 215 (430). Arm and Core Commander, Arm Sharpshooter, Tick, and Consul, and Core Skuttle, Commando, and Freaker added to the special submersible units damage list. Special damages to all submersible units (Sub and amphibious units) remains at 430. Arm Archer and Core Shredder weapon [ADVDEPTHCHARGE] default damage reduced to 438 (875). Arm and Core Commander, Arm Sharpshooter, Tick, and Consul, and Core Skuttle, Commando, and Freaker added to the special submersible units damage list. Special damages to all submersible units (Sub and amphibious units) remains at 875. ***NOTE*** The half damage to non-submersible units is to prevent these anti-sub/amphibious units from being too powerful in a straight up fight situation against normal ships. Arm Stiletto speed decreased to 8.5 (10.5) and acceleration reduced to 0.15 (0.4). Arm Stiletto weapon [CORGRIPN_BOMB] damage reduced to 1400 (2800). ***NOTE*** These changes helps the Stiletto have slightly more bomber-like speed and acceleration, as well as lowering the paralysis time for the bombs, which should still do a minimum of 17.5 seconds per bomb (The Stiletto drops three of them, and they overlap). Arm Vanguard metal cost increased to 7000 (4664), energy cost increased to 46196 (33642), build time increased to 92508 (53508), armor increased to 10000 (4125), speed increased to 1.3 (0.7), and description changed to "All-Terrain Heavy Blast Cannon" ("All-Terrain Heavy Artillery"). Arm Vanguard weapon [ARMAMB_GUN] replaced with [SHOCKER]. Arm Vanguard weapon [SHOCKER] damage increased to 1500 (400), reload decreased to 2.0 (1.5), range decreased to 700 (1620), area of effect increased to 350 (80), edge effectiveness decreased to 0.5 (0.6), soundstart changed to xplonuk3 (cannhvy5), and soundhit changed to xplolrg3 (xplomed2). ***NOTE*** This is a very rough attempt to give Arm a useful Vanguard. It should now function as a slow, but powerful heavy riot cannon. The area of effect and high damage should allow it to perform very well in a support role, but its slower reload, and slow turret turn rate will make it vulnerable to being flanked. Again, this a rough alteration, with numbers being adjusted fairly off the cuff, so if it ends up being too powerful, or pretty useless, please speak up and help suggest what needs to be done with it.