Version History for Adamant Mod ____________________________________________________________________________________________ All versions probably have undocumented changes that were not kept track of. Oh well. ____________________________________________________________________________________________ Version 0.16.10 - 24 March 2008: Files Altered: Components.txt 1. Fixed - Active Crystalline Armor had a second Tonnage Structure line, leading to absurd hit point values. Version 0.16.09 - 07 March 2008: Files Altered: Components.txt 1. Changed - Old Crystalline Armor components is now Passive CA, which functions like heavy leaky armor. 2. Changed - Various Organic components use new pictures. Version 0.16.08 - 17 February 2008: Files Altered: Components.txt 1. Changed - Old Crystalline Armor components are no longer buildable. 2. Changed - Ship Crystalline Armor now comes in 5kt chunks, to avoid invulnerability in system defense. Version 0.16.07 - 13 February 2008: Files Altered: Components.txt, VehicleSize.txt 1. Changed - Atmospheric Probes now have the restriction One Per Vehicle. 2. Fixed - Organic troops now cost minerals instead of radioactives. Energy and Machine troops now cost organics instead of radioactives. 3. Changed - Rebalanced Organic troop weapon costs (they now cost organics instead of minerals). 4. Changed - Rebalanced Energy and Magic troop weapon costs (they now cost radioactives as primary and minerals as secondary resources). 5. Changed - Rebranded Organic, Magic and Energy troop weapons. 6. Changed - Magic troops now consist of Warriors, Wizards and Dragons, instead of Warriors and Beasts. Version 0.16.06 - 06 February 2008: Files Altered: CompEnhancement.txt, Components.txt, TechArea.txt, VehicleSize.txt 1. Removed - Machine races can no longer build Weapon Platforms. 2. Fixed - Added missing scale mounts to cover Magic/Energy transports. 3. Fixed - Consolidated Direct Fire weapon mount family lists, and added missing families. 4. Removed - Vestigial Orbital Fighter Mount and Micro Mount are no longer available. 5. Fixed - Organic and Magic race fighter missile components now have proper Vehicle Type. 6. Removed - Suicide Assault component can no longer be built. 7. Added - New line of Solar Collectors for Nomadic Races, which function as +2 level components (they generate +50 supplies per turn). In 0.17, they will replace regular collectors. For now, they are separate to maintain savegame compatibility. 8. Added - New Nomad Engine Mount, which reduces supply consumption by 25%. Version 0.16.05 - 22 October 2007: Files Altered: Components.txt, TechArea.txt 1. Fixed - Clawed Appendages can no longer be mounted on troops. 2. Fixed - Passive Stealth Field now requires Electromagnetic Studies instead of Chemistry. 3. Fixed - Tritanium Alloy now really requires Titanium Alloy 4, not Tritanium Alloy 4. Version 0.16.04 - 24 July 2007: Files Altered: Components.txt, TechArea.txt, VehicleSize.txt 1. Fixed - Levinstorms no longer mention monsters and the astral plane. 2. Fixed - Machine Fighter Bays are now available at levels 1-2. 3. Fixed - Magnetic Manipulation now has 3 levels. 4. Fixed - Machine High-Energy Discharge Weapons now requires Machine Gravitic Propulsion. 5. Fixed - Nucleonic Thresher Torpedo III now requires level 4 tech instead of 3. 6. Changed - Magic point defense weapons changed to Ward of Disruption (anti-fighter), Ward of Undoing (anti-seeker), and Ward of Disjunction (aegis defense grid). 7. Changed - Aegis Defense Grid (except Organic) now has Shield Generation From Damage ability. 8. Changed - Lowered damage of non-Organic Aegis Defense Grids. Version 0.16.03 - 30 April 2007: Files Altered: Components.txt, Facilities.txt 1. Changed - Many Energy race components now use the stylized stock components from the Image Mod (pack 29). 2. Changed - Magic Combat Sensor component is now True Sight. 3. Fixed - Medium Integrity Field I now has 21 shield points, rather than 20. 4. Changed - Intelligence percent bonus facilities now require advanced Applied Intelligence facilities. This brings them in line with the research bonus facilities. 5. Added - Prototype resource facilities which allow space to be planned from the beginning of the game. Version 0.16.02 - 25 January 2007: Files Altered: Components.txt, Facility.txt, Settings.txt, TechArea.txt, VehicleSize.txt 1. Fixed - Medium Flowsteel armor now has the correct structure. 2. Changed - Carriers now require 30% fighter bays and 20% cargo bays, instead of 50% fighter bays. 3. Changed - Revamped unit Crystalline Armor to match the new ground combat system. There are now 6 levels, to maintain relevancy at all levels of tech. Troop and Bunker armor are now separate and designed to match the regular versions. 4. Fixed - Dark Elves now have Ice trait instead of Rock. 5. Fixed - Atmospheric Probes now have the correct abilities. 6. Changed - Ram Source Modifier Percent is now 15 instead of 30. This makes the attacking ship in a ram do half the damage as previously. The defending ship will still do 50% damage to the attacker. 7. Change - Gaian Presence now has its own family number. It will no longer interfere with other climate facilities. 8. Fixed - Medium number of players restored to 8 to 12 empires. 9. Fixed - Sonne AI General file was not providing correct trait selection. 10. Fixed - Tritanium Alloy now requires Titanium Alloy 4, not Tritanium Alloy 4. Version 0.16.01 - 07 November 2006: Files Altered: Components.txt, Facilitiy.txt, RacialTraits.txt, Settings.txt, AI_Facility_Construction.txt files, AI_Design_Creation.txt files 1. Changed - AI now builds planetary happiness facilities. 2. Fixed - Neutral AIs now have proper AI files. 3. Changed - Happiness racial characteristic can no longer be lowered below 100%. 4. Chanded - Emotionless trait now costs 1500 points (up from 500 points when combined with lowering Happiness to 50%). 5. Fixed - SY Expansion - Minerals is now buildable. 6. Added - Research Centers now have AI Tag 06, so the AI can build them over Metropolis. 7. Fixed - Small RW Generators require 6000 kt of cabling/plating, instead of 2000 kt. 8. Changed - Revamped fighter weapons. 9. Fixed - AI will now design troops. Version 0.16.00 - 02 November 2006: Files Altered: CompEnhancement.txt, Components.txt, Events.txt, Happiness.txt, PlanetSize.txt, QuadrantTypes.txt, RacialTraits.txt, Settings.txt, StellarAbilityTypes.txt, SystemTypes.txt, TechArea.txt, VehicleSize.txt, AI_Design_Creation.txt files, AI_General.txt files 1. Changed - Incorporated FQM Deluxe 2.10. 2. Added - Added the following races to the mod: Dwarf, Doppleganger, Sev, SJ, Toltayan, Eee, Ghizrea, Sonne, Tylmai, Vidrihne 3. Added - AI racial trait, designed to add items used to browbeat the AI into behaving correctly. Note that there will be no special AI cheating features from this trait. These will merely be tools for getting the AI to create valid ship designs and such. 4. Changed - Space Monster racial traits now cost 15000 each. Space Monster AIs are now set up to take the Imperial Aspirations trait to cancel this out. 5. Fixed - Start Level of Arc Weapons tech area is now 0 instead of 1. 6. Removed - Standard AI Mount was redundant and has been removed. 7. Fixed - Description of Metabolist Nucleon is no longer too long. 8. Changed - Revamped shield generators. 9. Changed - Ship Construction tech areas are now seperated into 4 techs, so as to reduce the massive research costs. 10. Changed - Added a new size of Transport. 11. Changed - Revamped Carrier and Transport tech reqs to be more in line with the sizes of warships available with the same technologies. 12. Changed - Vehicle ability tags no longer list "bonuses" and "penalties" for maintenance reduction. Instead, the base maintenance rate is listed. 13. Changed - Research Outposts are no longer available to Nomads. Nomads should use their Research Team components instead. 14. Changed - Reversed Life Support and Crew Quarter requirements. 15. Changed - Fighter Bays are now 60 kT instead of 30 kT. Fighter Bay mounts available only to carrier hulls make them 50% size. 16. Changed - Revamped Stealth Armor and Stealth Shielding. They no longer count as armor, provide less of an ECM bonus, and scale in size with the ship hull. 17. Changed - Talisman of Fate now requires Fate Ethos and War Ethos. 18. Changed - Talisman of Zeal now has 4 levels instead of 1. 19. Changed - Penalty to hit per square of distance in combat reduced from 10 to 5. 20. Changed - Fighter bays now have 5 levels instead of 3. The number of fighters you can launch per game turn (outside of combat) now ranges from 3 to 7, rather than 4 at every level. 21. Removed - Weapon Platforms no longer have Combat To Hit Offense Plus abilities built into the hull, due to the stacking bug associated with such an arrangement. Thanks Aiken. 22. Added - Added warnings against selecting a paradigm trait for Space Monsters in RacialTraits.txt. 23. Changed - Ringworld and Sphereworld Generator components can no longer be added in retrofits to a design that lacks such a component already. 24. Added - Added Planetary Gravity Plating and Hyper - Density Cables components that can be mounted on ships, albiet at 2 times the cost. 25. Changed - Cost to add a component during a retrofit increased from 120% to 200%. Cost to remove a component during a retrofit changed from 30% to -115%. This makes adding new components in a retrofit expensive, but upgrades are still at a reasonable cost. Retroseries building is now far, far more expensive. 26. Fixed - Nanoparasite Weapons tech area is now in group Weapon Adaptation instead of Weapon Technology. 27. Changed - Nanoparasite Weapons tech area now has a unique description. 28. Changed - Maximum difference in cost between two hulls in a retrofit lowered from 150% to 130%. 29. Added - Normal resource/research/intelligence facilities now provide a 1% planetary happiness penalty per turn each. This represents the decrease in leisure time, replaced by more and more time spent working. 30. Added - Normal resource mineral and radioactives producing facilities now provide a 1% pollution penalty (planetary conditions) per turn each. Organic farms are exempt. For Energy races, mineral and organic collectors provide pollution, but energy facilities do not. Also added EPA facilities as a counter measure for the pollution. 31. Added - Added Civil Defense Bunkers, which are merely weapon platform hulls with a huge number of hitpoints. Now, planets can no longer fire on attacking ships and units, but they require huge amounts of damage to glass. NOTE: Civil defense bunker hulls and tech areas are temporary, pending fleshing out regarding paradigms. 32. Changed - Revamped troop system. Troops now come in three classes: infantry, which are very cheap, have very low damage and a lot of hit points; mechanized troops, which have decent damage and cost a lot; and air support vehicles, which do incredible damage, have no armor, and cost a ton. Troops now have their own weapon systems. Troops are difficult to destroy via orbital bombardment, due to the high amount of hit points they possess. NOTE: The current troop weapons are placeholders (borrowed from GritEcon mod by SuicideJunkie), pending the planned revamp of the weapons systems. 33. Changed - Militia values (defending units per population) revamped. Now, there is 1 militia for every million population, they have 50 hit points, and they do 1 damage point. 34. Changed - Robotoids for all races other than Machine races have been replaced with economic facilities, available in new tech areas. 35. Changed - Troops no longer provide any happiness bonuses. 36. Changed - Massive Planetary Shielding technology now requires research after finding the tech in ruins. There are 5 levels instead of 1. 37. Changed - Replaced homeworld facilities and monoliths with Metropolis. Metropolis produce all resources, research, minor intelligence, and provide happiness and pollution penalties. They are buildable on all worlds. 38. Changed - Resource technologies now start at level 2 on medium tech starts. 39. Added - Space Yard facilities now produce 3% pollution (planetary conditions devaluing). Space Yard Expansions produce 1%. Pirate and Nomad Space Yards only produce 2% pollution. 40. Fixed - All Pirate Small Space Yards now have 95% Resource Reclamation ability. 41. Fixed - Nomad Small Space Yards for Physical races now use the correct image. 42. Removed - Removed all of Biopsych Mod troop enhancement components. Some did not work as intended, while others did not really fit in with the new ground combat system. 43. Changed - Muiltiplex Tracking components now cost the same at each tech level. There is now no need to use obsolete components to save on build costs. 44. Removed - Doomship Modules are no longer available. 45. Changed - Point-Defense weapons will no longer fire once supplies reach 0. 46. Fixed - AI empires will no longer design premature colony ships before they have the appropriate technologies. 47. Changed - Replaced many race portaits with new ones from Monolith's Portrait Pack. 48. Changed - Auxiliary Control components no longer have boarding defense ability. They are no longer susceptible to anti-crew weapons, such as neutron radiation and mental shredders. 49. Added - Medium leaky armors, a compromise between light and heavy. 50. Changed - Organic Plasma Weapons tech area now costs 20000 to research, making it the same as High-Energy Discharge Weapons. 51. Changed - Low tech engines (aka Fission Engines) now provide 2 movement points, rather than 1. 52. Changed - Engine and Reactor costs no longer increase by much with increasing technology. They were taking up too large of a percentage of the total cost of the ships. 53. Changed - Starmap.bmp touched up by John Beech. 54. Changed - Heavy Mount now reduces damage ratio to 0.875x, rather htan 0.75x. 55. Added - Massive Mount which makes the weapon 4x the size and reduces damage ratio to 0.75x. 56. Changed - Hybrid colony modules are no longer so expensive. 57. Fixed - Bridges now explicitly reference the boarding defense point values. 58. Changed - Unit launching components no longer store cargo. 59. Changed - Entertainment Networks now provide 4/5/6/8/10 planetary happiness bonus instead of 2/4/6/8/10. Life Ethos happiness facilities are now better than standard ones. 60. Changed - Entertainment Network I is now available from the start of the game. 61. Added - Gamma Bomb, which targets planets and damages only shields. 62. Added - Space Port facilities provide 1% planetary happiness bonus per turn, to help the AI out with small planets. 63. Added - Blind spots for many heavier weapons. 64. Changed - Fist of Stone can no longer target fighters. 65. Fixed - Space Monster ships can no longer have engines added to them. 66. Fixed - "Illusiary" is now "Illusory." 67. Changed - Rioting planets now produce resources at 50% instead of 25%. Happy and jubilant planets now produce resources at 105% and 110% respectively. 68. Changed - Effect amount of conditions change events reduced by a factor fo 10 due to complete, utter insanity. Version 0.15.04 - 18 January 2005: Files Altered: VehicleSize.txt 1. Removed - Weapon Platforms no longer have any to hit bonuses built in to the hulls. This avoids the bug where they stack with each other... Version 0.15.03 - 15 January 2005: Files Altered: TechArea.txt 1. Fixed - Evolutionary Biology now has max level 2 instead of 1. Version 0.15.02 - 20 October 2004: Files Altered: VehicleSize.txt 1. Fixed - Pirate and Nomad transport hulls added for Organic, Magic, and Energy races. Version 0.15.01 - 19 October 2004: Files Altered: Components.txt 1. Fixed - Organic and Magic Nomadic races now have Research Teams and Covert Ops Teams. Version 0.15.00 - 13 October 2004: Files Altered: CompEnhancement.txt, Components.txt, DefaultDesignTypes.txt, Facility.txt, PlanetSize.txt, RacialTraits.txt, SectType.txt, Settings.txt, TechArea.txt, VehicleSize.txt 1. Added - Pirate and Nomadic traits, courtesy of Suicide Junkie's famed Pirates and Nomads Mod. 2. Added - Groundwork for Energy Race and Machine Race paradigms is set up. However, these traits are not yet ready for use, and are unavailable to be selected via costs. 3. Changed - Paradigm, colonization, and social doctrine (pirate/nomad/normal) racial traits are no longer free. They now cost 10,000 racial points each. A new Imperial Aspirations trait has been added, which "costs" -30,000 points. This allows each race to select 1 paradigm, 1 colonization, and 1 social doctrine trait, and discourages cheating by selecting multiples. Note that Pirates and Nomads traits cost 20,000 points. These races do not need colony traits, so they would otherwise get 10,000 free points. 4. Added - Section headers which contain a bit of explanation on which traits are required to the RacialTraits.txt file itself. 5. Fixed - Metacreationist Enclaves are now located before normal Space Yards. Upgrade bugs are resolved. 6. Changed - Colony Mounts and Research Outpost mounts are now listed first in the file. 7. Fixed - Combat Apothecary I had roman numeral 2 instead of 1. 8. Added - Unit Crystalline Armor now has the AI Tag 02 ability. 9. Fixed - Psychic Combat Sensors VI now have roman numeral 6 instead of 5. 10. Fixed - Tachyon Sensors VIII had roman numeral 3 instead of 8. 11. Fixed - Cloaking Device X had roman numeral 9 instead of 10. 12. Fixed - Gravitational Condenser III had roman numeral 2 instead of 3. 13. Fixed - Nebulae Graviton Emitter I had roman numeral 2 instead of 1. 14. Fixed - Organic Fission Engine II now only generates 1 standard move point instead of 2. 15. Fixed - Haste IV now has tech req Spell of Teleportation 3 instead of 6. 16. Fixed - Nanoparasite Weapons is now in tech area 40 instead of 20. 17. Fixed - Chaff Missiles are now in family 2113 instead of 2111. 18. Fixed - Unit Crystalline Armor can now be used with scale mounts. 19. Added - Organic and Magic versions of Orbital Fighters. 20. Changed - Cleaned up Facilities.txt. Reorganized facilities, as well as removed some. 21. Changed - Cleaned up Components.txt. Reorganized components, as well as removed some. 22. Changed - Cleaned up CompEnhancement.txt. Reorganized mounts, as well as removed some. 23. Changed - Fighters (not Orbital) now have only a single mount, the Micro Mount. It makes weapons 15% of the normal size, cost and damage. 24. Changed - Troops (not Infantry) now have only a single mount, the Micro Mount. It makes weapons 15% of the normal size, cost and damage. 25. Removed - Troop Weapons tech area has been removed. 26. Fixed - Boarding Parties now upgrade properly when you have psionic traits that give improvements. 27. Fixed - Planetary Nature Shrines no longer mention "only 1 facility per system effective". 28. Changed - Remote mining components now cost primarily the resource that they produce. 29. Changed - Satellite remote mining components now cost twice as much to build. 30. Changed - Master Computers now require scale mounts. They require the same percent of space on any ship hull. 31. Changed - Depleted Uranium Cannons now do half damage to shields. 32. Changed - Orbital Fighters now have 500 supplies instead of 100. 33. Removed - Bio-Morphic Science tech area and all dependent items were deleted. 34. Removed - Propulsion tech area and all dependent items were deleted. 35. Changed - There are now only 5 levels of resupply depots instead of 11. 36. Added - Resupply Depots now generate 1000 points of phased shielding per level. 37. Changed - Industry tech areas now have max level 4 instead of 10. 38. Changed - Planet Utilization now requires a level in Chemistry. 39. Added - Planetary Bioengineering and Planetary Spellcraft tech areas. 40. Added - Planet Adaptation and Planetary Alchemy now require a level in the tech areas Planetary Bioengineering and Planetary Spellcraft, respectively. 41. Changed - Astrophysics tech areas now have max level 5 instead of 2. 42. Changed - Stellar Manipulation tech areas now have higher requirements for Astrophysics techs. 43. Changed - Planetary Engineering tech areas now have max level 2 instead of 1. 44. Added - Planet Manipulation tech areas now requires 2 levels in Planetary Engineering. 45. Fixed - All basic resource collection technologies now have level 1 tech reqs instead of some having level 2. 46. Changed - There are now 5 levels of Intelligence facilities. 47. Added - Organic and Magic races now have Ultra - Recycler facilities. 48. Changed - Minimum Empire Resource Generation is now 2000 instead of 200. 49. Changed - Mineral Scanner and Robotoid type facilities now increase in resource cost with each level. 50. Changed - Computers tech areas now cost 100000 research points instead of 50000. 51. Changed - Satellites now have sizes of 100/150/200 instead of 80/100/120. 52. Added - Added the following shipsets to the mod: Sethulkra, Rintax. 53. Changed - The Eee will be an Energy Race instead of a Physical Race. Note that they have been removed for 0.15.00. 54. Changed - The Toltayan will be a Machine Race instead of a Physical Race. Note that they have been removed for 0.15.00. 55. Fixed - Telescope II now requires Telescopes level 2, rather than level 5. 56. Fixed - AIs now design proper fighters, large colony ships, and stellar manipulation ships. Thanks Aiken! 57. Changed - All weapons that used to have the target type Ships\Planets now have Weapon List Target Override of "Ships, Planets, Satellites." 58. Changed - Empires now start with Point-Defense Weapons 3 on medium tech starts. 59. Changed - Space Yard Expansion Projects (the base ability-less facility) now show up in the facilities build list instead of Space Yard Expansions (the actual facility with a build rate) when the Show Only Latest setting is enabled. 60. Fixed - Swarmer Pods I now costs 100 organics instead of 00. 61. Added - Added several new entries to DefaultDesignTypes.txt. 62. Changed - Cloaking Devices now use scale mounts to scale in size with the ship hull. They range in size from 20% of the hull at level 1 to 5% of the hull at level 9. 63. Changed - Numerous Organic race facilities use new images contributed by Kevin Arisa. 64. Fixed - Homeworlds no longer start with a Metacreationist Enclave instead of a normal Space Yard when the appropriate trait is possessed. 65. Fixed - Psionic Probes are now in family 107 instead of 50. They no longer upgrade to "normal" scanning facilities. Also, they now have a roman numeral of 0 so that upgrades between levels of Psionic Probes are no longer possible. 66. Changed - Resupply Depots now have roman numerals of 0. Upgrades between them are no longer possible. All extraneous abilities have been removed. 67. Added - Psionic Race and Religious Race tech areas, to be used for forcing certain techs/facilities/components to be more advanced than "normal" counterparts. 68. Fixed - War Ethos combat bonus facilities have Religious Race tech reqs so that they are more advanced than Fleet Coordination Centers. 69. Fixed - Death Ethos damage bonus facilities have Religious Race tech reqs so that they are more advanced than Fleet Command Centers. 70. Fixed - Shield Depleters, Null - Space Projectors, Temporal Shifters and Time Distortion Bursts no longer appear on the weapon lists for troops. 71. Fixed - Shield Accelerators can now be equipped on the same types of vehicles as Shield Depleters. 72. Fixed - Mercenary Contracts tech area is now in racial group 510 instead of 500. 73. Changed - Stellar Manipulation components now require 5000 supplies to operate instead of 500. 74. Changed - Matter Gravity Spheres are now more expensive and can only create tiny sized planets. 75. Changed - Ringworld and Sphereworld components have been adjusted. Overall, it is now more costly to build Ringworlds and Spherworlds. 76. Changed - Small and Medium Ringworlds have been moved to be right before Ringworlds in the PlanetSize.txt file. 77. Added - Massive sized planets which can only be Gas Giants. They are fairly rare in occurence. 78. Added - Crew Quarters now explicitly list their boarding defense values. Version 0.14.09 - 20 August 2004: Files Altered: CompEnhancement.txt, Components.txt, Facility.txt, TechArea.txt, VehicleSize.txt 1. Fixed - Dispel Evocation, Spelljammer Capture, and AP Explosive Glyphs tech areas now require Spellcraft instead of Applied Evolution. 2. Fixed - Combat Command components are now in family 6010 instead of 6007, so they do not make Siege Fortifications obsolete. 3. Added - Organic and Magic versions of the Research Outpost vehicle hull. 4. Fixed - Research Outpost mount is now only allowed on bases of 140 kT. 5. Added - Mounts for Organic and Magic research base components. 6. Added - Ship Bridge components now generate 20 intelligence, to simulate the increased flexibility of the covert ops agencies from having more ships at their disposal. Version 0.14.08 - 13 August 2004: Files Altered: AI_Design_Creation.txt files, CompEnhancement.txt, Components.txt, Facility.txt, Happiness.txt, TechArea.txt, VehicleSize.txt 1. Fixed - War Talismans and Death Talismans are now in general group Religious instead of War Ethos. 2. Fixed - Prismatic Spray I is now Prismatic Sphere I. 3. Fixed - AI empires no longer add 2 colony modules to colony ships. 4. Changed - AI empires no longer add quantum reactors to any vehicle designs. 5. Fixed - Somehow the old problem of AIs building homeworld facilities on colonies had resurfaced. It is fixed, again. 6. Fixed - Organic Seekers and Mephit Summoning tech areas now have max level 10 instead of 5. 7. Fixed - Decoy Missiles were incorrectly in family 2111 instead of 2112. 8. Fixed - Strike Parasite II now costs 275 organics instead of 2750. 9. Changed - Crystalline Armor with Shield Generation From Damage ability is now only available to Ships and Bases. The unit Crystalline Armor with no such ability is available to all units except mines. 10. Changed - Halved the hit points of unit Crystalline Armor to bring it in line with normal unit armor. 11. Changed - Unit Crystalline Armor is now in family 7214 so as to prevent unintended upgrades from ship Crystalline Armor. 12. Fixed - Crew Quarters had "jealously" used in their descriptions instead of "jealousy." 13. Changed - AP Mine Charges now state that they bypass hyper-dense armor, rather than all armor. 14. Fixed - Shipyard Expansion - Radioactives facilities now cost 6000 secondary resources, rather than 4000. 15. Changed - Clawed Appendages now have the damage type Quarter Damage To Shields. 16. Changed - Gaian Presence facilities now have roman numerals as part of their names. 17. Changed - Religious shrine facilities now have roman numerals as part of their names. 18. Fixed - Entertainment Networks and Temple Districts now have negative Planet - Change Population Happiness abilities instead of positive ones, so they no longer increase anger, but instead decrease it. 19. Fixed - Applied Political Science now has 5 levels instead of 3. 20. Changed - Resource Manipulation tech area now requires Biology in addition to Chemistry and Physics. 21. Added - Theoretical techs must be researched before higher than level 1 in basic resource harvesting technologies can be developed. The race paradigm's primary resource requires one level, whereas the other two resources require 2 levels. 22. Changed - Light armor now costs as many resources as it has hit points. Heavy armor costs two times as many resources as it has hit points. Organic armors cost 50% extra, due to regenerative properties. 23. Fixed - Reduced the length of the description of the Fire Ball components so that they no longer cause overflow. 24. Fixed - Base Space Yards are now in family 7215 instead of 6 so that Ship Space Yards will no longer upgrade to them. 25. Fixed - Planetary Shield Array facilities will no longer upgrade to Planetary Phased - Shield Array facilities. 26. Changed - Shield Array facilities now range from 10000 to 50000 shield points instead of 5000 to 20000. 27. Added - Research Lab components, for bases only. Also added Research Outpost hull, which is the only hull that Research Labs can be used on. 28. Fixed - Propaganda Center facilities erroneously had 0 for the ability System Point Generation Modifier - Research. 29. Fixed - University Research tech area now has max level 6 instead of 3. 30. Removed - All facilities with the ability Planet - Change Population Happiness now no longer mention "(only 1 facility per planet effective)." Such facilities actually stack with each other. 31. Removed - In ability descriptions of facilities with Planet - Change Population Happiness or Change Population Happiness - System abilities, all references to such facilities not stacking with each other have been removed. They do in fact stack with each other. 32. Added - Citizen Database Complexes now increase anger by +10 per turn. System versions increase anger by +20 per turn. 33. Added - Death Shrines now increase anger by +6 per turn, to a minimum of +4 per turn at max level. 34. Changed - Replaced all mentions of "radioactives" with "mana crystals" for Magic race facilities and components. 35. Added - Slave Labor Camps, which are 10% more productive resource facilities, but increase anger by +2 per turn each. 36. Changed - High tech start homeworld resource facilities now generate 1431 resources instead of 1301, so that homeworlds do not start filled with Slave Labor Camps on a high tech start. 37. Changed - Bloodthirsty happiness type now has only an anger rise of 2 instead of 10 for colonizing new planets. 38. Added - Forced Breeding Camps, which increase reproduction rates at the expense of happiness. 39. Changed - Urban Pacification Centers now require Applied Political Science levels 3 to 5 instead of 1 to 3. 40. Added - Pequeninos race. 41. Changed - Size range of AI base space yard designs is now 500 kT to 1100 kT instead of 10kT to 5000 kT. 42. Changed - Minimum size of an AI defense base design is now 1000 kT. 43. Changed - Halved structure of dense armors. 44. Changed - Increased damage and range of shield disrupters. 45. Fixed - Graviton Hellbore VI is now more expensive than Graviton Hellbore V. 46. Added - Armor-skipping Nanoparasite Launcher weapons for Organic races and Wailing Doom for Magic races. Version 0.14.07 - 26 June 2004: Files Altered: Components.txt, Demeanors.txt, EmpireNames.txt, Facility.txt, RacialTraits.txt, Settings.txt, StellarAbilityTypes.txt, TechArea.txt, VehicleSize.txt, Empire_Setup.html, Settings_Changes.html 1. Added - Mass Animate Dead tech area for Necromancy Mastery racial trait. It allows the Animation Necropolis, which increases reproduction in the system by 2 to 10 percent. 2. Removed - Space Commissar is no longer available. 3. Changed - Political Indoctrination tech area now costs 30000 research instead of 15000. 4. Changed - Advanced Political Indoctrination tech area now costs 45000 research instead of 15000. 5. Removed - Bio-Morphic Science tech area is no longer available. Abomination troop components do not work as originally intended. 6. Changed - Temporal Technology, Crystalline Technology, and Mechanoid Technology are now in group Racial Applied. 7. Changed - Xentronium Armor (Magic) tech area now requires Mithral Armor instead of Wooden Armor. 8. Changed - Xentronium Armor (Organic) tech area now requires Fibroin Weave instead of Membrane Layers. 9. Changed - Ramming damage to both the attacker and the target reduced by 50%. 10. Changed - AI Human Mega Evil Empire Score Percent raised from 170 to 250. 11. Changed - AI Computer Mega Evil Empire Score Percent raised from 250 to 300. 12. Changed - Home System Percentage Value With No Spaceport raised from 25 to 50. 13. Changed - Created Storm Maximum Obscuration Level raised from 2 to 5. 14. Changed - Settings_Changes.html in the Help folder updated to reflect changes to Settings.txt. 15. Fixed - Typo in description of Organic Race trait. 16. Added - Empire_Setup.html in the Help folder now lists Mobile Industrialists and Aerial Race racial traits in the Racial Trait Index. 17. Added - Warrior Spirit Binding components and Spirit Binding tech area available to Necromancy Masters. These components function like Neural Combat Nets, allowing all ships in the fleet to function with the experience of the best ship in the fleet. 18. Changed - Soldier Gear and Metabolist Gear (Magic) now use image 1736 instead of 271. 19. Changed - Riot Gear and Metabolist Gear (Physical) now use image 925 instead of 271. 20. Fixed - Metabolist Nucleon now uses image 312 instead of 271. 21. Changed - Monster Collars now use image 1710 instead of 270 or 271. 22. Changed - Code for Soldiers vehicle is now SLD instead of BT. 23. Fixed - Some ability descriptions for Space Monster ships now make more sense. 24. Changed - Space Monster vehicles are now named "Space Monster" instead of "Monster" to prevent overlaps with Magic race fighters. 25. Changed - Friggen HUGE Beast is now Colossal Space Monster. Big Space Monster is now Large Space Monster. Giant Space Monster is now Huge Space Monster. 26. Added - Space Monster ships now have descriptions. 27. Changed - Huge Space Monster now requires Monster Tech 6 instead of 2. 28. Changed - Colossal Space Monster now requires Monster Tech 7 instead of 6. 29. Changed - Basic Bridge now uses image 1. Bridge now uses image 252. Flag Bridge now uses image 251. 30. Changed - Flag Bridge is now in family 7210 instead of 5. 31. Added - Flag Bridge components for Organic and Magic races. 32. Changed - Added and removed various entries in Demeanors.txt. 33. Added - Added various fantasy based names to EmpireNames.txt. 34. Added - Space-Time Flux Weapons tech area, which allows Focal - Implosion Arrays. 35. Added - Strike Missiles, Hardened Missiles, Decoy Missiles, Phased - Polaron Missiles, Graviton Missiles, Longhorn Missiles and Chaff Missiles. Also added Organic and Magic versions of said missiles. 36. Changed - Capital Ship Missiles are now Thermonuclear Missiles. 37. Fixed - Satellite remote mining components are now in a different family so that upgrading a ship will not replace remote mining components with satellite versions. 38. Fixed - Fighter versions of Clawed Appendages are now in family 10023 instead of 8761. 39. Changed - Gravitational Weapons tech area now costs 10000 instead of 5000. 40. Added - Magic Weapons - Sonic tech area for Magical races. 41. Changed - All references to mephits being "demons" have been replaced with "creatures" instead. 42. Changed - Seeking Parasites now require 100 supplies to fire, rather than 25. 43. Changed - Descriptions of Hyper Optics tech areas are now more precise. 44. Changed - Descriptions of Neutron Weapons tech areas now reference killing crew rather than damaging boarding parties. 45. Fixed - Several warp point abilities of the turbulent type had extraneous 0s, leading to 10x the intended damage. 46. Changed - Warp Point - Turbulence ability of 650 reduced to 150. 47. Changed - Warp Point - Turbulence abilities are now labeled as minor, moderate, or major damage. 48. Removed - Warp Points with the ability Sector - Sight Obscuration are non-functional. Version 0.14.06 - 30 May 2004: Files Altered: Abilities.txt, AI Tags.txt, Components.txt, Events.txt, Facility.txt, RacialTraits.txt, TechArea.txt, UkraTal_AI_General.txt, VehicleSize.txt 1. Changed - The following tech areas now have a paradigm requirement so that they do not show up in the Expected Results for races that can not research them: Hyper Optics, Hyper Optic Nerves, Telescopes, Neutron Weapons, Weapon Overloading Weapons, Ship Capture, AP Explosive Warheads, Organic Neutron Weapons, Organic Weapon Overloading Weapons, Ship Infestation, AP Explosive Spores, Dispel Evocation, Spelljammer Capture, AP Explosive Glyphs. 2. Changed - Planet Rebellion events now all have a time delay. 3. Added - Two Covert Ops Leak events added, one on Catastrophic severity and one on High severity. 4. Fixed - Various typos in Events.txt fixed. 5. Fixed - Ironwood Structural Supports now require tech area Ironwood Armor instead of Iron Armor. 6. Fixed - Iron Structural Supports and Flowsteel Structural Supports roman numerals increased by 1. 7. Fixed - Light Flowsteel Armor III for units now has 14 structure, rather than 28. 8. Fixed - Psychic Receptors VI now has roman numeral 6 instead of 3. 9. Fixed - Ukra-Tal now take Ice World Natives trait instead of Rock World Natives. 10. Changed - Psychometabolism tech area now has max level set to 2 instead of 6. 11. Changed - Summoning Circle Expansion - Radioactives facilities now renamed to Summoning Circle Expansion - Mana. Their names are now not too long for the in-game display. 12. Changed - Hardy Industrialist space yard facilities now cost 12000 resources instead of 10000. 13. Fixed - No remote mining components mention anything about decreasing asteroid/planet value (as they do not do so). 14. Fixed - Remote Farming Teams now mention that organics are teleported back to the empire, not minerals. 15. Fixed - Remote Mana Refining Teams now have more clear descriptions. 16. Changed - Codes for Organic vehicles now make more sense. 17. Changed - Bio-Interceptor is now just Interceptor. 18. Added - All fighters, mines, satellites and weapons platforms now have descriptions. 19. Changed - Infantry now has code of INF, so as to prevent any overlap with Interceptors. 20. Added - Mercenary ships now have the same descriptions as their non-mercenary counterparts. 21. Changed - Research cost of Polymeric Armor raised from 20000 to 30000. 22. Changed - Research cost of Advanced Armor raised from 40000 to 60000. 23. Changed - Research cost of Cellulose Exoskeleton raised from 30000 to 45000. 24. Changed - Research cost of Fibroin Weave raised from 60000 to 90000. 25. Changed - Research cost of Steel Armor raised from 20000 to 30000. 26. Changed - Research cost of Mithral Armor raised from 40000 to 60000. 27. Changed - Research cost of Adamantite Armor raised from 50000 to 90000. 28. Changed - Tritanium Armor is replaced with Cerametal Armor. 29. Removed - Removed "Standard" from the description of various armor tech areas. 30. Added - Metacreationist Enclave facilities, which are Space Yard Expansion-like facilities that apply to all resources, as well as generating a small amount of resources. 31. Changed - Boarding Parties now explicitly list their boarding defense values. 32. Added - Metabolist Boarding Parties, Metacreationist Boarding Parties, and combined Metabolist/Metacreationist Boarding Parties for the appropriate Psionic racial traits. Metabolists get 20% increased Boarding Attack ability. Metacreationists get 20% increased Boarding Defense ability. 33. Added - Aerial Race racial trait, which provides fighters with a 20% defense bonus and a 10% offense bonus. This trait only works for Physical and Organic races, not Magic races. 34. Added - Small Combat Sensors and Small ECM components now require 10 levels of Paradigm tech. 35. Changed - First 5 levels of Long Range Scanner facilities removed. Remaining 6 levels given Long Range Scanner - System ability, as the Long Range Scanner ability does not work on a facility. Facilities given Combat Modifier - System ability ranging from 0% to 5%. 36. Changed - Orbital Fighters now require Fighter Cockpit and Fighter Life Support. 37. Changed - Fighter Cockpit and Fighter Life Support components now require level 1 paradigm tech, rather than Fighters tech. 38. Added - Combat Sensors components now have AI Tag 06 ability. 39. Added - ECM components now have AI Tag 07 ability. 40. Changed - Religious Talisman is now Talisman of Zeal. It now only requires Death Ethos, Life Ethos, and War Ethos, all at level 6. 41. Changed - Fate Talisman is now Talisman of Fate. 42. Added - Efficiency Algorithm, Talisman of Zeal, and Talisman of Fate now have dummy AI ability tags. 43. Added - AI Tags.txt to keep track of all dummy tags used in the mod. Abilities.txt no longer lists the items using the AI Tag ## abilities. Note that Space Monster races should never be given any technologies other than their Monster Tech area. 44. Changed - Small ECM now has bonus of 5/10/15 rather than 10/20/30. 45. Changed - Fighter afterburners now provide attack and defense bonuses of 5/10/15/20. 46. Changed - Organics and Radioactives costs of Altar of Healing components reversed. 47. Changed - Minerals and Radioactives costs of Medical Bay components reversed. 48. Added - Sick Bay components, which have low Boarding Defense ability and high hit points. Designed as a defense against Neutron Cannons and Mental Shredders. 49. Changed - Self - Destruct Device is now 30 kT and has structure of 60. Also, its description no longer makes any reference to engines. It is also 3 times as expensive as it used to be. 50. Fixed - Mine Sweeper V now requires Mine Sweeping instead of Mines. Version 0.14.05 - 18 May 2004: Files Altered: Components.txt. RacialTraits.txt, TechArea.txt, VehicleSize.txt 1. Added - Maneuvering Thrusters for stations, which provide 1 combat movement. 2. Added - Magic races were missing an afterburner type component line for fighters. They now have them. 3. Changed - Mines charges are now twice as expensive as they were before. 4. Changed - Normal and AP mine charges now do one half the damage they did before. 5. Added - Mobile Industrialists racial trait, which gains access to ship-borne space yards that are one half the normal size. 6. Fixed - The graphics for Organic and Physical Repair Drones were swapped. 7. Changed - Code for Sailing Ship changed to SlS. 8. Changed - Satellite mounts are now restricted to the same set of weapon families as base mounts. 9. Changed - Small Sensory Input Nodes now use image 1596. 10. Fixed - Roman numeral of Gate Collapser III is now 3 instead of 2. 11. Fixed - All Laser Beams now use beam image 19. 12. Fixed - Rune of Free Astral Movement III now uses image 677 instead of 692. 13. Fixed - Space Yard facilities now upgrade correctly when the Hardy Industrialists trait is selected. 14. Fixed - Cargo facilities now upgrade correctly when the Advanced Storage Techniques trait is selected. 15. Fixed - Ship and Fleet Training Facilities now upgrade correctly when Master Tacticians or Master Strategists are selected, respectively. 16. Added - Organic and Magic versions of the Ground Combat Doctrine tech area. Appropriate components require these new tech areas. 17. Fixed - The images for Shadow small fighters are now named correctly. 18. Fixed - Intro.bmp now has standard header, rather than Windows 9x-unfriendly one. 19. Fixed - Unit armor can now be mounted with 5x, 10x, 100x scale mounts. 20. Changed - Lasers, IR Lasers, PPBs, and Ethereal Lances now use different beam images. 21. Fixed - Organic and Magic robo miner satellite components now use the correct images. 22. Fixed - Second set of Psychic Combat Sensors for Magic races now require Magic Sensors tech area, rather than Sensors. Version 0.14.04 - 4 May 2004: Files Altered: AI_Research.txt files, CompEnhancement.txt, Components.txt, TechArea.txt 1. Fixed - Krill now have an AI_General.txt file. 2. Fixed - Cellulose Reinforcement is now Cellulose Reinforcement 3. Changed - Membrane Shells tech area is now Membrane Layers. 4. Changed - Chitin Shells tech area is now Chitin Exoskeleton. 5. Changed - Cellulose Shells tech area is now Cellulose Exoskeleton. 6. Changed - Psilocybe Appendage ability descriptions now mention viral spores instead of mines. 7. Removed - There was a second tech area entry for Contagion. The one in the wrong place is changed to Contagion REMOVED. 8. Fixed - Pyron and Manai AI_General.txt files had improper calls for Physical Race instead of Magical Race. 9. Changed - Adamantium Armor can now only be placed on Ships and Bases. 10. Changed - Units can no longer use regular light armor. Instead, they have new light armor with one half the amount of Tonnage Structure. 11. Changed - Weapon platform component mounts are now 1/2 cost, rather than 1/4 cost. 12. Changed - Vehicle technologies are now in Vehicle Engineering, Vehicle Adaptation or Vehicle Conjuration group, depending on race type. 13. Changed - Armor technologies are now in Armor Engineering, Armor Adaptation or Armorsmithing group, depending on race type. 14. Changed - Propulsion technologies are now in Propulsion Science, Propulsion Adaptation or Propulsion Magic group, depending on race type. 15. Changed - Sensor, Scanner and Combat Support technologies are now in Martial Technology, Martial Adaptation or Martial Magic group, depending on race type. 16. Changed - Resource, research and Space Yard technologies are now in Infrastructure Development group. 17. Added - Light Weapon Mount, which halves all stats of a weapon except damage, which is reduced to 40%. Can only be used on ship hulls up to level 6 in the ship construction tech areas (Heavy Frigate, Great Spawn, Heavy Longship). 18. Removed - Mines and Infestation Spores tech areas had extraneous tech reqs. 19. Changed - Mine Sweepers now require their own tech areas, separate from the basic Mines tech. 20. Fixed - Cooperative Development now has 10 levels instead of 1. 21. Added - Electromagnetic Screening tech areas, which provide Active and Passive EM cloaking of up to level 3 for mines with far less theoretical tech research. 22. Changed - Necromatic Weapons is now Necromantic Weapons. 23. Changed - Updated the Readme with better Installation information. Version 0.14.03 - 2 May 2004: Files Altered: AI_Construction_Facilities.txt files, AI_Research.txt files, AI_Planet_Types.txt files, default AI_General.txt files 1. Changed - Completely revamped AI research paths. 2. Changed - Created new AI facility construction files that should hopefully work better. Loosely based off of Aquilaeian and United Floral files. 3. Changed - Created new AI planet type files, loosely based off of the United Floral file. 4. Fixed - Generic AI general files now have proper racial point balances. 5. Added - AI_File_Copy.bat to Pictures\Races folder, useful in adding generic AI files to all races at once. Created by Will^. 6. Added - Viewer2.2.html file to Pictures\Races folder, useful in viewing all of a race's vehicles at once. Created by Andrès Lescano. Version 0.14.02 - 18 April 2004: Note: Requires Facility Pack 12 and Component Pack 23 of Image Mod. Files Altered: AI_Construction_Facilities.txt files, Components.txt, Facility.txt 1. Fixed - Fungal Torpedos now display the correct to hit bonus in their ability tags. 2. Fixed - Resupply Depots now have correct roman numerals. 3. Fixed - Level VIII radioactives facilities now require tech level 8 instead of 7. 4. Fixed - Radioactives Harvesting II is now Radioactives Harvester II. 5. Fixed - Long range scanning facilities now have correct roman numerals. 6. Changed - Concatenated descriptions of Corrosive Fungal Torpedos to get around SE4 ability tag text display once again. 7. Changed - Homeworld facilities now list the shields that they generate. 8. Added - Normal resource production facilities now use AI Tag abilities, so that the AI can build them instead of homeworld facilities. 9. Changed - Growth Chamber facilities now use image 481. 10. Changed - Many components use new images. 11. Changed - Viral Spore (the plague bomb for organic races) is now Plague Spore. 12. Changed - Spore Filter description now references Viral Spores instead of Mines. Version 0.14.01 - 10 April 2004: Files Altered: AI Files 1. Fixed - Numerous errors in most AIs. 2. Changed - Added more redundant paradigm tech reqs to various components to make the AI prefer them. Version 0.14.00 - 8 April 2004: Files Altered: Abilities.txt, CompEnhancement.txt, Components.txt, Events.txt, RacialTraits.txt, Settings.txt, TechArea.txt, VehicleSize.txt 1. Removed - Most temporary components for Organic and Magic races deleted. 2. Removed - Removed Global Death Ray. 3. Changed - Reorganized Components.txt. 4. Added - Added Magic and Organic versions of racial weapons for Crystalline, Psionic, and Temporal weapons. 5. Removed - Drone technology is no longer available. 6. Added - Organic and Magic Weapon Platforms. 7. Changed - Inherent Regeneration tech area is now in tech group Racial Trait instead of Applied Evolution. 8. Fixed - Temple District V now has Tech Level Req 2 set to 1 instead of 2 and Number of Abilities set to 2 instead of 1. 9. Changed - Mineral Purifiers now require Cooperative Development instead of Bioconstruction. 10. Changed - Reduced max levels of theoretical technologies to appropriate values. 11. Added - Shadow Monsters for Illusion Mastery racial trait, which are fighters with -10% offense, +20% defense. 12. Added - Mirage Arcana for Illusion Mastery racial trait, which provide more boarding defense than regular Glyphs of Contingency. 13. Added - Prismatic Sphere weapons, which increase reload time of the enemy ship. Requires Illusion 1. 14. Added - Commune With Dead tech area for Necromancy Mastery racial trait, which gives better Espionage projects. 15. Changed - Bomber now uses image FighterHuge. Heavy Bomber now uses image FighterMassive. 16. Added - Leaky armor components now make use of AI Tag 01, AI Tag 02, and AI Tag 03 abilities. Check Abilities.txt. 17. Added - Satellite Coordination Nexus equivalent components for Organic and Magic races. 18. Fixed - Megafluxer family overlapped with colony modules. It is now in family 5008. 19. Added - Large colony ships, which are twice the size of the colony ship. 20. Added - Roleplay Elements racial trait, for use in roleplay games. 21. Changed - Mercenary Contracts now requires the Roleplay Elements racial trait. 22. Changed - The ability of many tech areas to be removed at game creation has been changed. 23. Added - Organic version of Repair Drone. 24. Changed - Mine Cloaking Devices now provide one higher level of Psychic Cloaking, due to the fact that they do not have any sort of mental signature to detect. The highest level of mine Cloaking Device leaves them undetectable to psychic scans, though still detectable to other forms of scanning. 25. Added - Reactors now have AI Tag 04. Cargo Bays now have AI tag 05. 26. Changed - Paradigm techs now have 15 levels, to function as a workaround for some AI issues. 27. Changed - Magic Mechanoid Bridge is now Mechanoid Spelljammer Helm, and is positioned after the Major Spelljammer Helm. 28. Changed - The first class of engines (Fission, Basic Astral Projection) are now 5 kT and provide 1 standard movement instead of 2. 29. Changed - Bridges now require 15 levels in the appropriate paradigm tech, so that they will be used over components such as Doomship Modules and Flag Bridges. 30. Changed - Solar Sails are now 12 kT instead of 60 kT. They generate between 2 and 4 movement points. 31. Changed - Lightning Bolts now use beam image 190 instead of the non-existent 43. 32. Changed - Pop modifiers have been smoothed out, so that increments for both Construction and Space Yard rate bonuses are in single percents, rather than 2 or 3. The thresholds for bonuses in the old system should still be present (eg: 8000 M population gives +34% Production, +51% SY Rate). 33. Added - Adamant Mod now has a new customized interface, courtesy of Kevin Arisa. 34. Added - Functional AIs for all races based off of Ticon AI by Atrocities. Version 0.13.33 - 15 March 2004: Files Altered: Components.txt, Facility.txt, TechArea.txt 1. Fixed - Swarmer Pods now correctly mention swarmers instead of fighters. 2. Fixed - Swarmer Pods I now has 100 organics cost instead of 00. 3. Fixed - Iron Armor tech area had Num Tech Reqs set to 1 instead of 2. 4. Fixed - Steel Armor, Mithral Armor, Adamantite Armor tech areas had Num Tech Reqs set to 1 instead of 3. 5. Changed - All components and facilities with the ability Combat Modifier - System now state that they provide an offense bonus, rather than a generic combat bonus. 6. Changed - Space Yard Expansion Projects now cost 0 resources, with all of the cost going in the Space Yard Expansion itself. This is because you could add a SYEP to the build queue, then use the Upgrade All Facilities button to have it replaced with the SYE, thus cutting out any build cost from the SYEP itself. Now, if you first build the SYEP and then upgrade, it costs half as many resources, but there is an extra turn delay. Version 0.13.32 - 25 February 2004: Requires: SEIV Gold Patch 4, Version 1.91 Files Altered: Components.txt, Facility.txt, IntelProjects.txt, TechArea.txt 1. Fixed - Psychotropic Drugs III required Experimental Psychology 2 instead of 3. 2. Changed - Corrosive Clawed Appendage now has Roman Numeral of 0 instead of 1. 3. Added - Heavy reactors, which are 10x the size and power of regular reactors. They get 10% bonus to do economy of scale. 4. Changed - All Solar Collectors now produce 75 more supplies per turn than before. 5. Fixed - Xentronium Armor tech area had Num Tech Reqs set to 3 instead of 4. 6. Fixed - Energy Dampener tech area had Num Tech Reqs set to 2 instead of 3. 7. Changed - Nucleon was using the wrong image. 8. Changed - Components now only appear on the relevant vehicle types. No more engines appearing on mines! 9. Changed - Medical Bays now produce 50 research points. 10. Changed - Robo Miners are now limited to 4 per vehicle. 11. Changed - Siege Fortifications are now 30 kT in size and have 900, 1200, 1500 structure. Also, they now cost 400, 600, 800 resources. 12. Added - Customs Bureau facility, which uses new Generate Point resource abilities. Requires Imperial Administration 1-3 tech area. 13. Added - System Capital facility, which provides 5-20% increase in all resource, intel and research production in a system, and counts as a spaceport. Requires Imperial Administration 4-7 tech area. 14. Changed - Political Practices tech group is now Imperial Affairs. 15. Added - Monster Counter - Intelligence project for Space Monsters. Version 0.13.31 - 21 February 2004: Files Altered: Components.txt, TechArea.txt 1. Changed - Earthquake components now just require Planetary Elemental Weapons tech area. 2. Changed - Stellar Harnessing tech areas now cost 15000 instead of 10000. 3. Changed - Solar Sails now have the Armor ability so they will be destroyed in the first shot in combat. Version 0.13.30 - 9 February 2004: Files Altered: Components.txt, TechArea.txt 1. Changed - Scanner Jammers now give a 10% penalty to hit. 2. Changed - Shortened descriptions of Fungal Torpedo and Corrosive Fungal Torpedo so that they no longer cut off the ability description. 3. Changed - Anti - Matter Torpedo I and Fungal Torpedo I are now more expensive. 4. Changed - Smaller Weapons is now in the Weapon Mount tech group. 5. Changed - Growth Chamber components now use image 1591 instead of 866. 6. Changed - Basic Circulatory System and Circulatory System now use images 1597 and 1598, respectively. 7. Changed - Organic Repair System now uses image 1599 instead of 197. 8. Changed - Sensory Input Node now uses image 1596 instead of 12. 9. Changed - Organic long range scanner components now use image 1608 instead of 14. 10. Changed - Tachyon Probing Organelle now uses image 1605 instead of 39. 11. Changed - Hyper Optic Nerves now use image 1602 instead of 212. Version 0.13.29 - 4 February 2004: Files Altered: CompEnhancement.txt, Components.txt, TechArea.txt 1. Changed - Laser Weapons is now in racial group 20. 2. Changed - Explosive Warhead techs now cost 15000 instead of 5000. 3. Changed - Start Levels of Lesser Elemental Weapons - Fire and Lesser Elemental Weapons - Lightning raised to 1. 4. Changed - Arc Weapons raise level 2 is now set to 5 instead of 2. Discharge Weapons starting level 2 is now set to 2 instead of 0. 5. Changed - Spine Weapons raise level 2 is now set to 5 instead of 2. 6. Changed - Projectile Weapons raise level set to 5 instead of 2. 7. Changed - Elemental Weapons - Mana raise level set to 5 instead of 0. 8. Fixed - Lesser Elemental Weapons tech areas now have max tech level of 5 instead of 10. 9. Changed - Raise levels of Lesser Elemental Weapons - Fire and Lesser Elemental Weapons - Lightning raised to 5. 10. Changed - Raise levels of Elemental Weapons - Fire and Elemental Weapons - Lightning raised to 4. 11. Fixed - Raise levels of Organic Ship Growth and Spelljammer Construction are now 7 instead of 3, matching Ship Construction. 12. Changed - Spine Thrower now uses picture number 1352 instead of 98. 13. Changed - Fungal Torpedo now uses picture number 1458 instead of 68. 14. Changed - Corrosive Fungal Torpedo now uses picture number 1459 instead of 69. 15. Changed - Clawed Appendage can no longer be placed on Fighters and Troops. 16. Added - New Fighter and Troop version of the Clawed Appendage. 17. Changed - New Organic weapons added in version 0.13.27 were not able to be used by mounts. 18. Added - Fighter Superiority versions of the new Organic weapons added in version 0.13.27. 19. Changed - Organic engines now use new images. 20. Changed - Organic reactors now use new images. 21. Changed - Weapon mounts now cover appropriate Organic weapons. 22. Changed - Storm creation and destruction components are now destroyed on use. Version 0.13.28 - 24 January 2004: Files Altered: Components.txt, EmpireNames.txt, Facility.txt, RacialTraits.txt 1. Changed - Basic Psionic Capacity now costs 300 points. All Psionic Discipline traits cost 50 fewer points. 2. Changed - Deeply Religious now costs 350 points. All Religious Ethos traits cost 50 fewer points. 3. Added - Low Gravity Homeworld racial trait, which lowers ship movement by 1 point and gives back 1500 racial points. 4. Added - Metabolist Gear, an enhanced version of Riot Gear available to races with the Psychometabolic trait, which has 10 hp and does 5 damage in combat. 5. Added - Disorganized resource storage traits. 6. Fixed - Mechanoid Labor Force incorrectly referenced planets instead of systems in the ability descriptions. 7. Added - Various new empire names. Version 0.13.27 - 21 January 2004: Files Altered: Components.txt, RacialTraits.txt, TechArea.txt, VehicleSize.txt 1. Added - Spine weapons and Fungal Torpedo Weapons for Organic races. Fungal Torpedos require Biosynthesis to be available. 2. Changed - Projectile Weapons and Torpedo Weapons are now in racial group 20. 3. Changed - Acid Globules now require the tech Acid Weapons. Biochemical Evolution must be researched to make them available. 4. Changed - Electric Discharges now require Discharge Weapons and are in family 8732. Bioenergetics must be researched to make them available. 5. Added - Arc Weapons, lower tech Electric Discharge type weapons. 6. Removed - Organic Weapons is no longer researchable. 7. Changed - Plasma Charges are now heavy weapons, with long range and high attenuation. 8. Added - Claw Weapons, which are range 1 high damage weapons. 9. Removed - Placeholder Organic copies of Physical weapons have been removed, save the Engine Damaging Weapons. 10. Added - Organic Planetary Weapons. 11. Changed - The racial traits Arcane Loremastery, Conjuration Mastery, Illusion Mastery are now marked as unimplemented and set to cost 10000 points. 12. Added - Explosive Glyphs and Explosive Spores. Added Magic and Organic mine charges. 13. Fixed - Viral Spores were using incorrect image names. Version 0.13.26 - 18 January 2004: Files Altered: Components.txt, Facility.txt, QuadrantTypes.txt, TechArea.txt, StellarAbilityTypes.txt, SystemTypes.txt 1. Fixed - Astral Panel wrongly mentioned "star" instead of "astral core." 2. Changed - Organic and Magic robo - miner components have new images. 3. Changed - Hybrid colony modules have new images. 4. Changed - Special damage mine charges have new images. 5. Fixed - Evolution Chamber now costs organics instead of minerals. 6. Fixed - Research Library now costs radioactives instead of minerals. 7. Changed - Removed "but it will decrease their value permanently" from the descriptions of robo - miners. 8. Changed - Anti-Matter Reactor and above now require tech levels in Resupply. 9. Changed - Solar Panels now generate 35 supplies per turn instead of 20. 10. Added - Dispel Evocation Magic, magic weapons which destroy other weapons. 11. Changed - Magic Ionic Disruptor is now Locomotion Disruption. 12. Fixed - Teleported Explosives now require level 1 of Teleportation, rather than level 2. 13. Changed - Magic Shield Depleter is now Thunder Lance and Magic Shield Disruptor is now Dispel Abjuration. Magic Shield Damaging Weapons is now Barrier Disruption. 14. Removed - Numerous temporary Magic weapon techs have been made unresearchable. 15. Fixed - Phased - Polaron Beams had only 1 tech area req instead of 2. 16. Added - Ethereal Lance, which skips normal shields for Magic races. 17. Added - Chaos Ripple, which skips armor and shields for Magic races. 18. Added - Mephit Summoning, which allows various seeking weapons for Magic races. 19. Changed - Seeking Parasite now requires the new tech area Organic Seekers. 20. Added - Wildsphere Magic, the magic equivalent of the Wormhole Beam. 21. Added - Buffeting Winds and Ensnaring Winds, Magic equivalents of Tractor and Repulsor Beams. 22. Added - Disrupt Control, which can damage Master Computers for Magic races. 23. Updated - Updated SystemTypes.txt, QuadrantTypes.txt and StellarAbilityTypes.txt from FQM Deluxe 2.08. Version 0.13.25 - 6 January 2004: Files Altered: Components.txt, CompEnhancement.txt, Facility.txt, IntelProjects.txt, TechArea.txt 1. Changed - Mine warheads now have more appropriate family numbers. 2. Changed - Tachyon Diffuser now has family number 5120. 3. Changed - Mental Shredder is now in component and weapon family 2200. 4. Changed - Mental Flailer had weapon family of 35, same as Allegiance Subverter. It is now 810. This is temporary until MM fixes it in the unmodded game, at which point the number will be changed to reflect their decision. 5. Changed - Doomship Module weapon family is now 953 instead of 36. 6. Changed - Banzai Pod I weapon family is now 951 instead of 106. 7. Changed - Fighter Superiority weapons now range in component and weapon families from 10000 to 10022. 8. Added - Added Troop Weapons equivalent techs for Organic and Magic races: Spore Weaponry and Monster Weapon Magic. 9. Added - Troop weapon mounts for organic and magic races. 10. Fixed - Mechanoid Labor Force ability descriptions incorrectly referenced affecting a system instead of just the planet. 11. Added - There are now some Crystalline Armor components for troops and fighters, though they have no abilities (the abilities of CA do not work on units anyway). 12. Changed - Changed the descriptions of Applied Intelligence, Infiltrators, and Rogue Training techs to be more accurate. 13. Changed - Adjusted the tech level reqs of various espionage intel projects. Version 0.13.24 - 2 January 2004: Files Altered: Components.txt, Facility.txt, TechArea.txt 1. Changed - Psionic Fleet Training Facility I now has a training rate of 1% per turn instead of 2% per turn. Other levels retain the 2% per turn rate. 2. Changed - Earthquake magic weapon now requires Lesser Elemental Weapons - Earth instead of Elemental Weapons - Earth. 3. Added - Teleportation tech area. 4. Added - Teleported Explosives, magic race "Smart Bombs." Version 0.13.23 - 24 December 2003: Files Altered: Components.txt, Facility.txt 1. Fixed - Shard Cannon ability tags had "emissive" misspelled. 2. Changed - Summoning Circle facilities now cost Radioactives instead of Minerals. Growth Chambers now cost Organics instead of Minerals. 3. Added - Satellite Command Nexus I-IV which provide +20% to +50% bonus to hit for satellites. 4. Added - Added various Fighter Superiority weapons. 5. Changed - Undid earlier change so that most weapons can target planets, fighters and drones again. Version 0.13.22 - 15 December 2003: Files Altered: CompEnhancement.txt, VehicleSize.txt 1. Added - Weapon Platforms get a +10-40% bonus to hit. 2. Added - Added Orbital Fighter Reactor Mount. Version 0.13.21 - 14 December 2003: Files Altered: Components.txt, Facility.txt 1. Fixed - Entertainment Network/Temple District now say "only 1 facility per planet effective" instead of "only 1 facility per system effective". 2. Fixed - Description of Entertainment Network had a typo in it. 3. Added - Entertainment Network/Temple District and Urban Pacification Center/Theater District now have ability tags that mention that they do not stack with each other. 4. Fixed - Reduced length of component description for Graviton Hellbores because it caused the text of the ability tag descriptions to be cut off. 5. Fixed - [%ShieldPointsGenerated] does not work for ability descriptions for facilities. All instances of it in Facility.txt have been replaced by the actual amount of shield points. 6. Fixed - Tower of Protection I had an extraneous ability. Version 0.13.20 - 9 December 2003: Files Altered: CompEnhancement.txt, Components.txt 1. Fixed - 0-G space yards had a roman numeral that was one too high. 2. Fixed - Mana Resource Storage is now Radioactives Resource Storage. 3. Fixed - Radioactives Resource Warehouse is now Mana Resource Warehouse. 4. Added - 5x and 10x scaled armor mounts for Fighter, Satellite, Troop. 5. Added - 5x, 10x, and 100x scaled armor mounts for Weapon Platforms. Version 0.13.19 - 7 December 2003: Adamant 011 PBW game alpha testing begun. Files Altered: Components.txt, DefaultDesignTypes.txt, Events.txt, TechArea.txt 1. Fixed - Immune System Advancement now requires Evolutionary Biology instead of Biology. 2. Changed - Level 3 plague events are now of high severity. Level 4-5 plague events are now of catastrophic severity. 3. Added - Added 12 new plague cured events. 4. Changed - Plague events now have time delays ranging from 3 to 8 turns. 5. Fixed - Fanatical Command II-III ability description now states "Contains a ship bridge" instead of "Contains a troop cockpit." 6. Added - Added several new "Colony" default design types for Rock/Ice, Rock/Gas, Ice/Gas and All. 7. Removed - Neutron Radiation Charge (BP) I-III are no longer available. 8. Changed - Neutron Radiation Charge (SS) I-III are now Neutron Radiation Charge I-III, as they can destroy both boarding parties and security stations, as well as crew quarters. Version 0.13.18 - 1 December 2003: Files Altered: Components.txt, Readme.txt 1. Changed - The description of the Shard Cannon now states that hyper-dense armor can not stop them, rather than just armor. 2. Added - Crystalline Torpedoes now have an ability tag stating that they do not trigger shields from damage. 3. Added - Shard Cannons and Crystalline Torpedoes now have an ability tag stating that they ignore emmissive armor abilities. 4. Fixed - Many Stealth Shield type components were in the old 7001 family number rather than the new 7201 family. 5. Changed - Fist of Stone now uses torpedo animation 78 instead of 17 and component graphic 538 instead of 19. 6. Changed - Cloudkill now uses torpedo animation 33 instead of 19. 7. Changed - Corrupt now uses torpedo animations 156-160 instead of 18. 8. Changed - Slay Living now uses torpedo animations 178-180 instead of 131. 9. Added - Readme.txt now mentions that the Image Mod is required to run Adamant Mod. Version 0.13.17 - 27 November 2003: Files Altered: Components.txt, Facility.txt, Techarea.txt 1. Fixed - Ship and Fleet Training Facilities now correctly state that they train ships in the system, not ships in the sector. 2. Changed - Colony modules now have an ability tag description that mentions the requirement of a scale mount to use them on a colony ship. 3. Added - Added Lesser Elemental Weapons techs and components: Fire Spray, Shock. 4. Changed - Elemental Weapon technologies now require level 3 of the corresponding Lesser Elemental Weapon technology when appropriate. 5. Changed - Lightning Bolt now has a 1-5% bonus to hit. 6. Changed - Increased damage of Fire Bolts. Version 0.13.16 - 24 November 2003: Files Altered: Components.txt, Facility.txt, Techarea.txt 1. Changed - Removed Death Rays. 2. Added - Added several new Magic race weapons, Magic Missile, Fist of Stone, Fire Bolt, Fire Ball, Lightning Bolt Cone of Cold, Earthquake, Corrupt, Slay Living. 3. Changed - Most weapons can now no longer target planets. 4. Fixed - Research Library II now generates 350 research points instead of 300. 5. Fixed - Efficiency Algorithms now correctly have 2 abilities instead of just 1. Version 0.13.15 - 14 November 2003: Files Altered: CompEnhancement.txt, Components.txt, TechArea.txt, VehicleSize.txt 1. Fixed - Stealth Armor and Shielding now require Armor instead of Armor Engineering. 2. Fixed - Bioluminescent Adaptation and Aggressive Bioluminescent Adaptation now require Chitin Shells instead of Armor Engineering. 3. Changed - Bioluminescent Adaptation and Aggressive Bioluminescent Adaptation now require level 2 in Chitin Shells instead of level 4. 4. Changed - Updated help file on Space Yard Expansions. 5. Fixed - Phased-Energy Weapons now requires Infrared Laser Weapons instead of IR Laser Weapons. 6. Fixed - Magic Quantum Mechanics now requires Magical Resupply instead of Magic Resupply. 7. Changed - Ruins theoretical techs now make note of organic and magic equivalent technologies when appropriate. 8. Changed - The AI would think that a 3300 kT colony ship is really a bunch of warships for score consideration purposes, and would accept surrenders readily. So, colony ships are now 330 kT. The colony module is still 3000 kT, but a mount has been added so that it takes 30 kT on a colony ship (can not be on any other ship). This way, colony ships have exactly identical functionality as before, but are only 330 kT for score consideration purposes. 9. Changed - The components that are duplicates of Physical components for use in beta testing Organic and Magic races now have more accurate resource costs for the respective race types. Version 0.13.14 - 31 October 2003: Files Altered: Components.txt, VehicleSize.txt 1. Fixed - ICBMs now have Combat Movement ability instead of Extra Movement Generation. 2. Changed - Increased damage of Cobalt Warheads by a factor of 4. Version 0.13.13 - 25 October 2003: 1. Added - Organic scanning stations and Magic scrying towers. 2. Added - Anti-static Field Modulator, an organic component which disrupts shields in a sector. Version 0.13.12 - 21 October 2003: 1. Fixed - Numerous religious shrines had typos in their ability descriptions related to "(only 1 facility per system eff.". 2. Fixed - "effect" typo in Religious - Death racial trait. 3. Fixed - "Micro-biotic Percolator" was spelled "Mirco-biotic Percolator." 4. Changed - You can no longer place an engine on Orbital Fighters. 5. Changed - Reactors can now be placed on all vehicle types. 6. Added - Reactor mounts for fighters. 7. Changed - Fighter Engine Mount supply usages set to 100%. 8. Changed - Depleted Uranium Cannons now use 10 supplies instead of 2. 9. Changed - Satellite Mount now no longer has a max vehicle size. 10. Changed - Religious - Fate trait description is more descriptive. Version 0.13.11 - 19 October 2003: 1. Fixed - It was possible to build expensive ships in one turn if you built a SY Expansion without first building a SY on a planet, due to the bug with 0 build rates. This has been remedied by making the SY Expansion secondary resource build rates 1 instead of 0. 2. Added - Space_Yard_Expansions.html help document. Version 0.13.10 - 16 October 2003: 1. Changed - Clarified the descriptions of Space Yard Expansion Projects. 2. Changed - Added info about which Psionic disciplines will benefit from a second level in Psionic Studies. 3. Changed - Religious Ethos and Psionic Discipline racial traits now have descriptive instead of mechanical descriptions. Version 0.13.09 - 10 October 2003: 1. Fixed - Removed extra space in the name of Extra-dimensional Pockets. 2. Fixed - Warp points were being made in funky manners in new games. Copying the SectType.txt file from FQM Deluxe 2.05 into Adamant has fixed the problem. 3. Fixed - Removed extra blank line before Minor Anarchy Groups in IntelProjects.txt. Version 0.13.08 - 18 September 2003: 1. Added - Incorporated FQM Deluxe 2.05 into the mod. 2. Added - Quantum Reactor component for Organic and Magic races. 3. Changed - Following tech areas are now Physical only: Adamantium Armor, Advanced Reclamation, High Energy Distribution, Xentronium Armor, Energy Dampener. 4. Added - Organic and Magic versions of the techs and comps/facilities mentioned in part 3. 5. Changed - Vehicle Type of the Depleted Uranium cannon changed from Ship\Base\Sat\WeapPlat\Drone to All. 6. Added - Added the following ability tag description to all Reactor components (save Quantum Reactors): "Average ship designs tend to have about the same number of reactors as engines, though engineers often add extra reactors for extended range." Version 0.13.07 - 13 September 2003: 1. Added - Most vehicle sizes now have descriptions. 2. Changed - Orbital Fighters now have no tech req so that Magic and Organic races can build them. Copies of them with appropriate names will be made at a later date; this is merely a stopgap measure. Version 0.13.06 - 10 September 2003: 1. Fixed - Tiny Infestation Spore and Soldiers now have max engines 1 instead of 0. Also, uses engines is set to true. Version 0.13.05 - 8 September 2003: 1. Changed - Tiny Beasts are now Soldiers. 2. Added - C&C components for Soldiers and Tiny Infestation Spores. Version 0.13.04 - 7 September 2003: 1. Changed - Astral Monster Engine Mount is now Astral Monster Movement Spell. 2. Fixed - Missile Silo mount now has abbreviation MS instead of GB. 3. Changed - Added Pre-fire and Hold Fire seeker mounts for Weapon Platforms. Version 0.13.03 - 5 September 2003: 1. Added - Placeholder techs and components to duplicate all normal weapons that require Physical Race-only techs so that Magic and Organic races can use all weapons they should be able to use. 2. Changed - Events are now ordered Low/Medium/High/Catastrophic to prevent odd event occurrences. Version 0.13.02 - 3 September 2003: 1. Fixed - Projectile Weapons now costs 5000 research and has 5 max levels. Version 0.13.01 - 2 September 2003: 1. Fixed - Projectile Weapons is no longer in racial group 20. 2. Fixed - Ability description of Basic Major Spelljammer Helm now refers to Command Staff instead of Neural Core. 3. Fixed - Order Snafu II now requires Sabotage Operations 2. Version 0.13.00 - 31 August 2003: Adamant 010 PBW game alpha testing begun. 1. Added - Added Star - Unstable and Palace ability description tag to the following weapons mentioning that their armor skipping ability does not trigger the extra shields from damage ability of leaky shields: Null - Space Projector, Temporal Shifter, Shard Cannon, Graviton Hellbore. 2. Fixed - Tower of Protection technology is now in Racial Area 60. 3. Fixed - Phased - Shield Generators now use the correct picture instead of the normal Shield Generator picture. 4. Added - Advanced Storage Techniques version of the Drone Launcher. 5. Fixed - Contagion tech area is now in Racial Area 60. 6. Fixed - Invisibility tech area is now in Racial Area 60. 7. Fixed - Renamed Radioactive Resource Warehouse to Mana Resource Warehouse. 8. Changed - Hunter-Killer Drones are now in Family 2026 instead of 2025. 9. Fixed - Magic race fighters (Astral Monsters) were missing. 10. Changed - Added the Depleted Uranium Cannon back into the mod. 11. Changed - Colony Modules can now only be placed on Ships. 12. Added - Re-added hybrid colony modules. 13. Changed - Increased research cost of Advanced Military Theory from 15000 to 25000. 14. Added - Magic and Organic themed alternate Main.bmp button graphics, by General Woundwort. 15. Added - Physical themed alternate Main.bmp button graphics, by David E. Gervais. 16. Added - Fibroin Weave for Organic Races, which is the high level armor component with the Armor ability. 17. Fixed - Cellulose Shells tech area now requires Chitin Shells instead of Armor. 18. Fixed - Spelling error in description of Inherent Regeneration racial trait. 19. Removed - Neutron Cannon (BP) is now pointless, as the Neutron Cannon (SS) can already destroy Boarding Parties. So, it has been removed. Neutron Cannon (SS) is now just Neutron Cannon. 20. Fixed - Point Defense Cannons and Flak Cannons now list their bonuses to hit in their ability tags. 21. Changed - PDC bonuses to hit now range from 20 to 70 instead of 70 at all levels. 22. Changed - Flak Cannon bonuses to hit now range from 10 to 40 instead of 70 at all levels. 23. Changed - Point-Defense Weapons now span over 10 levels instead of 5. Tech area cost dropped from 25000 to 15000. 24. Added - Aegis Defense Grid I-X, which requires Shields and Point-Defense Weapons. It is 20 kT, has ROF 2, high accuracy bonus, targets only seekers, and generates some shield points. 25. Added - Bio-Psych Mod 1.15 by KnidVermicious. See included Credits file. 26. Changed - Mine warheads are now at the beginning of the components file. 27. Changed - Magic Satellite Bays are now Contingency Bays. 28. Changed - Numerous components use new images. 29. Changed - Energy Pulse Weapons now costs 25000 to research instead of 10000. 30. Added - Repair Drone and Repair Homuncoli, which are 30 kT, can repair 1 component per turn, and require Repair 3 and Computers 1. 31. Fixed - Dynamic Mass Reactor had two periods at the end of it's description. 32. Changed - All Stellar Manipulation components other than the Ring/Sphereworld ones can now only be placed on Ships. They do not work on Bases, so having them available there is pointless. 33. Added - Added Organic Stellar Manipulation techs and components. They have placeholder names for now. 34. Added - Tachyon Diffuser I-IV, which is 5 kT, 40-70 structure, and counts as a weapon, without being able to fire. 35. Changed - Neural Combat Net now costs 50/500/50 instead of 400/0/50. It can only be placed on Ships and Bases now. 36. Added - Construction Ineptitude racial trait, which costs -750 and gives a 25% penalty to planetary space yard rates. Will be moved to more appropriate location in version 0.14.00. 37. Fixed - Resupply Depot I had a Roman Numeral of 0 instead of 1. 38. Fixed - Monster Tech is now racial area 500 instead of 6. 39. Fixed - Mask Background Objs is now correctly set to TRUE for all systems in SystemTypes.txt. Version 0.12.01 - 30 July 2003: 1. Added - Improbability Drive, Intergalactic Expressway events. 2. Fixed - Healing Temple II and III are now in the Religious facility group instead of Population Support. 3. Fixed - Radioactives Alchemy Labs are now Mana Crystal Alchemy Labs. 4. Changed - A lot of facilities use new graphics from Facility Pack 1.10 of the Image Mod. 5. Changed - Reworked Psionic Ship/Fleet Training Facilities to fit with the new Adamant training model. They train at +1% per turn over the non-Psionic equivalent. 6. Changed - Magic race Entertainment Network is now Temple District. 7. Changed - Magic race Theatre Complex is now Theatre District. 8. Fixed - Crop Rotation I and II now require Organics Farming instead of Organics Extraction. 9. Changed - Remote Miners can now be placed on Small Satellites. 10. Changed - Energy Dampeners now have 5 levels instead of 3, and they range from Crystalline Weapons 2-6 instead of 6-8. 11. Changed - Mental Flailers now have high organic costs and have 5 levels instead of 3, ranging from Psionic Weapons 2-6 instead of 1-3. 12. Changed - Repulsor Beams now have some range attenuation, and have 5 levels instead of 3. 13. Changed - Tractor beams now have range equal to the square of the "damage" (distance pulled), and have 4 levels instead of 3. They now get 5, 10, 20, 40 bonus to hit. 14. Fixed - Corrected description of Xentronium Armor tech area. 15. Added - Ancient Energy Dampener tech area and components, which are weakened ancient ruins versions of the Crystalline Energy Dampeners. 16. Added - Hints about what techs are needed for useful results from ancient ruins technologies. 17. Changed - Massive Ionic Disperser and Massive Shield Depleter now require Xenoarchaeology 1. 18. Changed - Hyper Optics components now require advancement in a Hyper Optics tech area instead of Advanced Military Theory. 19. Changed - Neutron Bombs now require Planetary Weapons 3-7 and Military Science 1. 20. Changed - Radiation Bombs now require Planetary Weapons 1-5 and Physics 1. 21. Changed - Smart Bombs now require Planetary Weapons 6-8 and Computers 2. 22. Changed - Added mention of pseudo-physics reason for Graviton Hellbores skipping armor. 23. Removed - Ship and Base Weapon Mounts no longer have a maximum vehicle size. 24. Changed - Doubled the size and cost of all bases. 25. Changed - Increased range of Anti-Matter and Quantum Torpedos by 2. 26. Changed - Increased damage of Incinerator Beams by 25%. Gave them range attenuation of 4 damage per range. They are now Family 2100 and Weapon Family 100. Switched their Minerals and Radioactives costs. 27. Changed - Increased range of Wave-Motion Guns by 2. They are now in Family 2101 and Weapon Family 101. Switched their Minerals and Radioactives costs. 28. Changed - Acid Globules can now only target Ships and Planets. 29. Changed - Switched the Minerals and Radioactives costs of High Energy Magnifiers and Tachyon Cannons. 30. Changed - Increased damage of Mental Singularity Generators by 10. They now cost lots of Organics, no Minerals and fewer Radioactives. 31. Changed - Increased damage of Graviton Hellbores by 30, 40, or 50 at each range, depending on level. Increased range by 1. Switched their Minerals and Radioactives costs. 32. Fixed - Organic and Magic Heavy Mounts now have range modifier of 1. Their Extended Range mounts now have range modifier of 3. 33. Changed - Increased range modifier of all Base mounts by 2, except Extended Range, which is increased by 3. 34. Added - Phase Physics and Ethereality, which are required for Phased Shield Generators and Ethereal Mana Barriers. 35. Changed - Shield Generators and Mana Barriers now range over 10 levels. The phased versions are copies that cost 50% more radioactives and generate 75% as much shielding. They require Phase Physics and Ethereality respectively. They are also in a different Family now (shield mounts updated to compensate). 36. Removed - Legacy Biokinetic Field Generators have been removed. 37. Changed - The Shield Generation From Damage ability does not work on units, so all Shield Generators can now only be placed on Ships and Bases. Fighter and Troop shield mounts left in, but with level 100 tech reqs so they are not available in-game. 38. Changed - Lowered range 1 damage values of Allegiance Subverters from 30, 60, 90 to 20, 30, 40. 39. Changed - Gave new names to remaining Bio-XXX warships for Organic Races. 40. Changed - Healing Shrine IV-VI now prevent level 2 plagues instead of level 1. 41. Changed - Renamed most Religious shrines/temples (thanks Loser!). 42. Added - Emergency Resupply ability to Resupply Depots so that AIs can be modded to build more than one in a system. Version 0.12.00 - 2 July 2003: 1. Added - Intelligence Disruption intel projects. 2. Changed - Appended the phrase "Completing the project causes all of the defensive points stored in it to be wasted." to all Counter-Intelligence project descriptions. 3. Fixed - Doubled Tonnage Structure of Physical leaky armors. 4. Fixed - Armor tech now requires Basic Armor 4 instead of 6. 5. Fixed - Heavy leaky armors can now only be placed on ships and bases. 6. Added - Organic race leaky armors. 7. Changed - Organic races no longer have ship shields. They retain facility shield generators and Planet/System Gravitational Shield facilities. 8. Changed - Biokinetic Fields now costs 7500 research instead of 10000. 9. Added - Entertainment Networks, which improve happiness of a single planet by twice that of an equivalent Urban Pacification Center. 10. Changed - Applied Political Science now costs 20000 research. 11. Changed - Moved some racial tech trait theoretical techs to Racial Theoretical group. 12. Changed - Mechanoids racial tech trait now works fully for Magic races. Organic races only get the facilities. 13. Added - Hunter-Killer Homoncoli, the Magic race version of Hunter-Killer Drones. 14. Added - Astral Harnessing tech area and Astral Sail components, which are solar sails with +2 standard movement. 15. Fixed - Roman Numerals of Reactors were off. 16. Changed - There are now 9 levels of Mana Shard Generators. 17. Fixed - Organic and Magic Races now have Psychic and Temporal Combat Sensor enhancements. 18. Added - Organic and Magic versions of Tachyon Scanners and Hyper Optics. Gravitic Sensors remain the exclusive domain of Physical Races. 19. Changed - Hyper Optics now require one level in Physics, Bioenergetics or Divination. 20. Removed - Organic Manipulation trait has been removed. 21. Changed - Magic shields are now leaky. 22. Changed - Megafluxer now generates 300 shields and regenerates 30. 23. Fixed - Finished changes to population modifiers in Settings.txt. 24. Changed - Engines now provide penalties or bonuses to "ECM", ranging from -4 to +10. 25. Fixed - There are now Magic Propulsion Experts engines. 26. Changed - Hospitals and Medical Labs now say that they cure level X plagues instead of prevent them, which is a more accurate description of what they really do (cure the plague after one turn of damage). 27. Changed - Plague Bomb descriptions now include an average population killed per turn in their descriptions. 28. Changed - Weapon Mounts now have technology requirements. 29. Added - Telekinetic Mount, Clairsentient Mount, Fate Mount. 30. Fixed - Maximum vehicle size for ship and base mounts increased from 1500 to 3000. 31. Changed - The description of Neutron Cannon (SS) now states that it kills "security teams" instead of "security stations." 32. Fixed - Descriptions of unique ruins are now set up appropriately. 33. Fixed - New Adamant unique ruins techs re-added to StellarAbilityTypes.txt. 34. Fixed - Descriptions and pictures of Class X Plague Spore intel missions are now correct. 35. Added - Level 2-5 plagues can now break out on planets as a result of random events. 36. Added - Economy weapon mount, which reduces cost of the weapon at the expense of effectiveness. 37. Added - Plague Cured, Weather Shift, SE:X Released! events. 38. Fixed - Hold Fire seeker mounts were set to make tonnage 90%, when they should have been 100%. 39. Added - Solar Panel, which is a Solar Collector that generates 20 supplies per turn and has no tech req. 40. Added - Riot Gear for Infantry "bridge" and Infantry weapon mount. 41. Added - Medical Team intel projects that can cure plagues. 42. Added - Empire Setup document in the Help folder. 43. Added - Added Design Names Anthology v1.04. Version 0.11.05 - 26 June 2003: 1. Fixed - Level 1 long range scanners now have correct tech reqs. 2. Changed - HW facilities on low and medium tech start games now produce 1000 of each resource instead of 1301. 3. Changed - HW facilities are now in the Zaibatsu Infrastructure facility group, so they will appear at the end of the list in the construction window. zaibatsu: a Japanese word for "the few families that own and control most of the industry in Japan". 4. Added - Organic and Magic Monolith facilities. 5. Changed - Extended Research facilities to 5 levels. Lowered cost of Applied Research from 100k to 75k. 6. Added - Mineral Purifier, System Mineral Purifier, Gene Synthesizer, Photosynthetic Accelerator, System Photosynthetic Accelerator, Mana Channeler. 7. Changed - Added Physics as a Tech Req of Resource Manipulation. Increased their cost to 18000 of each resource. Added Resource Perculators and Alchemy Labs. 8. Changed - Gestation Vats and Replicant Centers are no longer a part of the Organic Manipulation tech tree. They are now general Organic Race facilities and require Cloning. 9. Changed - Cloning now requires both Biotechnology and Biosynthesis. 10. Changed - Halved effects of Replicant Centers. 11. Changed - Medical Labs are no longer a part of the Organic Manipulation tech tree. They are now general Organic Race facilities and require Immune System Advancement. 12. Added - Apothecary Centers, which are Magic equivalents of the System Hospital. 13. Added - Drug Infuser and Theatre Complex, which are Organic and Magic UPCs. 14. Added - Planetary shield generators for Organic and Magic races. 15. Added - Gravitational shield facilities for Organic and Magic races. 16. Changed - Moved basic resource facilities (Mineral Miners, Organic Farms, Radioactives Extractors, Monoliths) to the Basic Exploitation facility group so that they will always be displayed at the top of the list in the construction queue window. 17. Changed - Moved Spaceport, Resupply Depot, Resource Converter, Ultra-Recycler to Resource & Supply Mgmt. facility group. 18. Changed - Moved remaining Resource Extraction facilities to the Resource Enhancement group, which is a more appropriate name given the nature of them. 19. Changed - Removed Armor tech grid and restored old armor system. 20. Changed - Removed Projectile Weapons tech grid. 21. Added - Counter - Intelligence Experts racial trait, which causes CI projects to have an increase in effective level by one point and costs 1000 racial points. 22. Added - System Hospitals now generate between 100 and 130 research points. 23. Changed - Plague Bombs are now 80 kT and cost 10x as much as they did before. 24. Added - Gaians racial trait, which allows the race to improve the conditions of planets from the start of the game and costs 300 racial points. Version 0.11.04 - 17 June 2003: 1. Changed - Talismans now have boarding defense abilities. They are subject to biotoxin weapons and mental shredders. Also, fanatical crew destroy the relics before any boarding parties can capture them. 2. Added - Flag Bridge, which gives combat bonuses to all of the empire's ships in the system. 3. Changed - Colony ships now receive a 60% reduction in maintenance costs. 4. Changed - Transports now receive a 20% reduction in maintenance costs. 5. Changed - Master computers now come in 5 levels instead of 3. 6. Added - Aggressive master computers, which provide the ship with a 10% attack bonus and a 10% defense penalty. 7. Changed - Increased cost of Advanced Power Conservation from 500 to 750. 8. Added - Tower of Protection facility for magic races, which adds 15-45 shield points to all ships in the system. 9. Fixed - Psychic Scanner facilities are now Psionic Probe facilities. Psychic training facilities are now Psionic training facilities. 10. Changed - Switched organic and mineral costs of Psionic training facilities and Psionic Probe facilities. 11. Fixed - The description of the Hardy Industrialist racial trait now accurately reflects the fact that it does not apply to Temporal Space Yards. 12. Changed - Increased storage abilities of homeworld facilities from 5000 to 7500. 13. Added - Order Snafu II, which does not give the target any notification. This keeps the project useable in PBW games. 14. Changed - Spartan/Standard/Luxurious CQ now give -10/-5/0 combat modifiers instead of -7/0/+3 15. Changed - Tachyon Sensors et all now have increasing costs per level. 16. Added - Scrying tech area, which is the Magic Scanners tech area. 17. Added - Design Names Anthology v1.03. There are now 244 design name files in the mod. Version 0.11.03 - 14 May 2003: 1. Added - Fate Talismans, which are 50 kT components that give +5-20 ECM bonus and require Fate Ethos 3-6. 2. Added - Organic and Magic SDDs. 3. Added - Pandoran, 8472, NuWam races to the mod. 4. Changed - Attempted to make AIs be able to design and use Colony Ships. 5. Added - Space monsters, from Devnull Mod, with Rollo's permission. 6. Added - Endemic Wastefulness, Naturalists, Unlucky, Trans-dimensional racial traits. 7. Added - Basic Bridges, Basic Life Support. Added Spartan and Luxurious Crew Quarters. 8. Added - Mercenary Contracts technology for use with mercenary ships. Used a recolored version of Terran ship set found on PBW as a temporary mercenary set. 9. Added - Stoic Race racial trait, which allows crews to live in Spartan Crew Quarters without any combat penalties. 10. Added - Dozens of Expansion Slots to RacialTraits.txt for ease of empire file updating in the future. 11. Added - Neo-Expansion pack. Version 0.11.02 - 10 May 2003: 1. Changed - Point-Defense Weapons now cost 25000 research instead of 5000. 2. Changed - Warp Weapons now cost 30000 research instead of 5000. 3. Changed - Computer Combat now costs 50000 research instead of 5000. 4. Changed - Null-Space Weapons now cost 30000 research instead of 5000. 5. Changed - Aggressiveness and Defensiveness racial characteristics now can only range from 90 to 110. 6. Added - Recon Satellite Bays. They are 20 kT and can launch only one satellite per game turn. Very useful for launching reconnaissance satellites. 7. Changed - You can now launch up to 500 satellites per sector instead of 100. 8. Added - Magic stellar manipulation technologies. 9. Added - Arcane space section of the readme. 10. Added - New starmap image. Version 0.11.01 - 10 May 2003: 1. Changed - Physical ships now increase by 70 kT per level, get -5% to defense and have 12% maintenance penalties. Magic ships increase by 50 kT per level and have minor speed bonuses. Organic ships increase by 40 kT per level, get +5% to defense and have 8% maintenance bonus. 2. Changed - Ships from Cruiser size and larger get increasing 4% maintenance penalties per level. 3. Changed - Increased size of Physical bases. 4. Changed - Colony ships are now 3300 kT, and Colony Modules are now 3000 kT. 5. Changed - Physical LS and CQ are now 15 kT. Organic LS and CQ are 8 kT. Command and control comps take a base of about 22.5% space on Physical ships, 20% space on Magic ships and 19% space on Organic ships (based off of Corvette class ships). 6. Changed - Ship Construction now has a base research cost of 14000, compared to 10000 for Organic Ship Growth. Spelljammer Construction now has a base research cost of 11000. 7. Changed - Renamed some Magic ships. 8. Fixed - AI research files no longer generate errors about colony techs and such. 9. Fixed - All AIs will now have a racial colony type trait. Version 0.11.00 - 09 May 2003: 1. Added - Chameleon Armor and Active Chameleon Armor, which are the Organic equivalents of Stealth Armor and Stealth Shields. 2. Fixed - Tech reqs of Stealth Armor and Stealth Shielding. 3. Added - Darklight Armor and Illusiary Armor, which are Magic equivalents of Stealth Armor and Stealth Shields. 4. Changed - Mines no longer have built in cloaking abilities. 5. Added - Cloaking devices for mines. 6. Fixed - Family numbers of mine warheads used to all be 2026, which caused them all to be obsolete. 7. Added - Inter-Continental Ballistic Missiles, which are essentially tiny drones with no strategic movement. 8. Added - Computer cores for organic and magic satellites. 9. Fixed - Tech reqs of several Magical engine and armor types. 10. Fixed - Set start level of Gauss Gun Engineering back to 0. 11. Added - Taera, Puntherraian, and Zanar'ri races to the mod. 12. Added - Drone engine mount that makes engines cost 50% less. 13. Added - Reinforced weapon mounts for ships that give weapons 50% more hitpoints. 14. Changed - Reorganized TechArea.txt 15. Added - Organic long range scanners. Version 0.10.00 - 07 May 2003: 1. Added - History.txt and Readme.txt. 2. Added - Zero Gravity Engineers racial trait, which makes ship and base Space Yards 30% more productive. 3. Changed - Base Space Yards are now 50% more productive than Ship Space Yards. 4. Fixed - Growth Chambers and Summoning Circles techs should have had 5 max levels, not 3. 5. Fixed - Fixed costs of Growth Chambers and Summoning Circles. Version 0.09.00 - 02 May 2003: 1. Added - Created Projectile Weapons technology field. There are 10 different weapons, each with a 2 dimensional tech grid of 10 levels each dimension. Version 0.08.00 - 01 May 2003: 1. Added - Added mounts for other vehicle types. 2. Changed - Increased cost of Resupply Depot to 18000/9000/9000, and then added 10 levels available with Industry with decreasing costs. 3. Changed - Changed names of various facilities. Version 0.06.00 - 22 Apr 2003: 1. Changed - The leaky Physical Race armors have been made into a tech grid. The other races' armors will follow later. Version 0.05.00 - 18 Apr 2003: 1. Changed - Advanced Storage Techniques has been replaced with Subterranean Race. 2. Added - A new racial tech trait called Advanced Storage Techniques added, which increases the storage of all cargo holding components and facilities by 25%. 3. Added - Organic and Magic versions of unit launchers and more units. Version 0.04.03 - 12 Apr 2003: 1. Changed - Engines have been separated into 2 component groups, engines that make movement and reactors that store supplies. Engines are now 5 kT, as are Reactors. 2. Changed - Hyperdrives have been adjusted to fit the new thrust scale. 3. Added - Magic races now have engines. 4. Changed - Small engines removed, and fighter engine mounts reinstated. Version 0.04.01 - 05 Apr 2003: 1. Changed - Numerous intel projects have been changed in forgotten ways. Version 0.04.00 - 30 Mar 2003: 1. Changed - Shields are now leaky. Only physical race shields have been made leaky so far because balance needs to be found. 2. Changed - Neutronium Armor now comes in 1 kT chunks instead of 5 kT. Version 0.03.01 - 23 Mar 2003: 1. Added - Many new Intel Projects have been added. 2. Changed - Many magic ship sizes have been renamed. 3. Changed - A new mount system is in place. Version 0.03.00 - 16 Mar 2003: 1. Changed - All research centers now produce 200 fewer research points. This will prolong the time it takes to research all technologies, thereby increasing the length of the tech tree. 2. Added - There are now some AI files, but they are not modded very extensively yet. They will not cause the AIs to generate errors when trying to research technologies. All AIs have the same research file right now. ____________________________________________________________________________________________