FINAL FRONTIER "The Next Generation Of War" (for Spring MOD) ------------------------------------------------------------ Change Log FINAL FRONTIER "The Next Generation Of War" 1.19 ======================================================== OptimusPrime: Balance: Reduced damage from ionbolt turrets done to lvl 3 ships by -10% OptimusPrime: Balance: Reduced damage of sledgehammer done to fighters/bombers to 750 (from 850) OptimusPrime: Changed: Repair drones arent able to assist other buildings anymore (to prevent building hundreds of them instead of nanotowers - they still can guard and repair) OptimusPrime: Changed: added shownanospray=0; for teleporter. Also added some canxxx=0 tags (like canrepair) OptimusPrime: Changed: Reduced Energy costs of a lot of units (from 10-50%) OptimusPrime: Changed: Soundvolumes of some weapons/explosions changed OptimusPrime: Fixed: fixed nanotower bug with the spring version 0.73b1 which made it impossible to assist factories (cause of the canguard=0 line which was ignored before 0.73b) OptimusPrime: Fixed: metal of invincible wreckage reduced (it gave more metal than the ship) FINAL FRONTIER "The Next Generation Of War" 1.18 ======================================================== OptimusPrime: Balance: Increased the reloadtime of lvl2 frigates antifighter weapons +10% (they are about 6% weaker against fighters) OptimusPrime: Changed: Increased workertimes of resurrection corvettes 90 (70) OptimusPrime: Changed: Reduced HP of lvl3 mohomines - 20% (core) and -10 % (arm) OptimusPrime: Changed: Reduced HP of super constructors 3000 (3500) OptimusPrime: Changed: Increased the metal costs of poketfusions +100 (~ 8%) OptimusPrime: Changed: Silhouette and Wraith are now stealthed gunships: more expensive and stronger OptimusPrime: Changed: Geos are now also available at lvl2 OptimusPrime: Changed: Some smaller buildtime changes (increased BT of Heretic, ODSs) OptimusPrime: Fixed: Dontland tag fixed (it works again) and units dont drift anymore OptimusPrime: Added: Some "last words" added OptimusPrime: Added: Different explosion effects for different weapons and explosions added FINAL FRONTIER "The Next Generation Of War" 1.17 ======================================================== OptimusPrime: Balance: Increased HP of battleangel 1250 (800) OptimusPrime: Balance: Increased metalcost of arclight 14000 (12000) OptimusPrime: Balance: Decreased Damage of Flak Weapons on battleships -10% done to Fighters: 90 (100) OptimusPrime: Changed: Reduced Damage of Fusiongun done to ODS 1200 (2000) OptimusPrime: Changed: Reduced Buildtime of Ironangel and Wildcat 1900 (2200), Bearcat 3100 (3750) and Dragon 3150 (4000) OptimusPrime: Changed: Reduced velocity of Battleships and bigger ones -25% (to make heavy and battlecruisers more usefull in comparison to them) OptimusPrime: Changed: Reduced Buildtime of Morningstar 7000 (8000) and Heretic 7500 (11000) OptimusPrime: Changed: Changed Buildtimes of most bigger ships to an average value of 3x metal costs: now most cruisers are faster to build, while battleships need a lot more time OptimusPrime: Changed: Devastator model redone OptimusPrime: Fixed: Fixed a bug with core battlestation explosion OptimusPrime: Added: Bigger ships and Battlestations have now a constant metalcost. The bigger your fleet of big ships, the higher the upkeep. Cost values: Battlecruisers 4, Battleships and Dreads 12 (Invincible 8), Planetkillers and Battlestations 25, Titans 50 FINAL FRONTIER "The Next Generation Of War" 1.16 ======================================================== OptimusPrime: Balance: Reduced Areaofeffect of Flakminigun (mounted on most big ships) to 62 (82) OptimusPrime: Balance: Reduced Damage of lvl 1 ODS done to buildings -25% OptimusPrime: Balance: Reduced Damage of Eclipse weapon done to smaller ships than battleships (- 10%-20%) but increased Damage done to battleships +10% OptimusPrime: Balance: Reduced metal and energy costs of Blaster tower [-3000 metal (17k now) - 10k energy (62k now)] also reduced buildtime a bit OptimusPrime: Balance: Reduced costs of EMP corvettes -500 metal and changed their HP (they had too few HP because of a wrong damage modifier) OptimusPrime: Balance: Reduced damage of Ravager and Mauler done to smaller ships - 10%-30% OptimusPrime: Balance: Reduced costs of lvl 4 ship yard -4k metal -20k energy OptimusPrime: Balance: Some changes with the EMP weapons (damage done to ods increased a lot for lvl1 emp and reduced for lvl2 emp) OptimusPrime: Balance: Increased Areaofeffect of energybombs 146 (126) OptimusPrime: Balance: Increased accuracy of anticommander tower OptimusPrime: Changed: Eclipse is now a destroyer instead of a frigate (it takes much more damage from fighters now) OptimusPrime: Changed: Mexes have an output of 0.0018 (0.00167) OptimusPrime: Changed: Removed Stealth=1 tag from small ODSs OptimusPrime: Changed: Constructors have different flight heights now OptimusPrime: Changed: blue Plasma texture changed and changed hitspheres of all plasmashots (the hitpolygone was at the end but should be at the front) OptimusPrime: Fixed: Typo with the Fusiongun fixed: damage done to ODS was 200 instead of 2000 OptimusPrime: Fixed: Added damagemodifier=0.75 to the lvl 1 emp turrets OptimusPrime: Added: When exploding, the bigger units throw around burning parts FINAL FRONTIER "The Next Generation Of War" 1.15 ======================================================== OptimusPrime: Balance: Reduced Damage of Mauler and Ravager done to Frigates,Corvettes,Cruisers and Destroyers to 80%-60% to make Anti-corvettes,Frigates Tower more usefull OptimusPrime: Balance: Reduced Damage of First Strikes primary Rockets to ships (not buildings). The smaller the unit, the less damage it does now. OptimusPrime: Balance: Increased the (in)accuracy of big lasers to make them weaker against fighters (like arm weapons are) OptimusPrime: Balance: Increased Energy Usage of Arm Commander to 35 (0) like Core Commander OptimusPrime: Balance: Removed Radar from Warlock OptimusPrime: Balance: Reduced Warhawk Damage vs Commander -50% OptimusPrime: Changed: Lvl 1 Constructors are now SMALL and BIG classes, so all turrets can shoot them. OptimusPrime: Changed: Reduced Costs of Repair Pads -500 metal -4k energy, also reduced Build time OptimusPrime: Changed: Colors of Plasmashots (i will change them back, if people dont like them) OptimusPrime: Changed: Reduced Cruise Alt of Repair drones 80 (100) OptimusPrime: Changed: Added autoheal=1; to all fighters (not gunships) so that they dont die when crashing their own units OptimusPrime: Fixed: Super Constructors were missing in the armorclasses.txt, so they took a lot more damage from all units. Fixed now, but also reduced their HP -1000 OptimusPrime: Fixed: Grafic bug with arm commander fixed FINAL FRONTIER "The Next Generation Of War" 1.14 ======================================================== OptimusPrime: Balance: some tweaks on the Drone Frigate, Morningstar and EMP Weapons OptimusPrime: Changed: Scaled the Core Flak Tower. It is now more flat so that big turrets can shoot over it (for example Blaster) OptimusPrime: Changed: Added ImpulseFactor=0; to all Weapons to improve performance (in big battles 8-14% better Performance) FINAL FRONTIER "The Next Generation Of War" 1.13 ======================================================== OptimusPrime: Balance: Increased Damage of Ionbolt Weapons done to ODS +10% OptimusPrime: Balance: Increased Damage of Flakminigun (mounted on most big ships) done to Fighters and Bombers 100 (40) OptimusPrime: Balance: Increased Damage of Morningstars Flak Weapon done to Fighters/Bombers 80 (25) OptimusPrime: Balance: Increased Damage of Flak done to Fighters/Bombers 150 (140) OptimusPrime: Balance: Increased Damage of Heretic done to Fighters/Bombers +20% OptimusPrime: Balance: Recalculated Damage of Fighters . Now they are less effective against cruisers and destroyers and much less effective against Frigates and Corvettes OptimusPrime: Balance: Increased Damage of Blaster Tower + 10% to some UnitClasses OptimusPrime: Balance: Increased Range of Anticomm Towers 1200 (1100) and increased their Damage to Frigates/Corvettes +15% and to Destroyers/Cruisers +10% OptimusPrime: Balance: Increased HP of Bombers +400 OptimusPrime: Balance: Increased Weapon Velocity of Slugger 1050 (850) OptimusPrime: Balance: Recaltulated ODS Weapons (lvl 2) OptimusPrime: Balance: Increased CruiseAlt of Devastator 120 (90) OptimusPrime: Balance: Increased HP of lvl 3 Constructors +1000 OptimusPrime: Balance: Increased HP of Elite Fighters +100 OptimusPrime: Balance: Recalculated Damge of Mauler Weapon (to make it more equal to the Ravager) OptimusPrime: Changed: Decreased Energy Per Shot of SledgeHammer Laser 60 (160) OptimusPrime: Changed: Decreased Energy COsts of IronAngel, Wildcat, SledgeHammer and Metalion -2000 Energy OptimusPrime: Changed: Increased Damage of Drone Frigate done to Fighters so it is now a Fighter/Bomber-Hunter OptimusPrime: Changed: Increased Cruise Alt of FirstStrike, so that it shouldnt shoot his own ships so often OptimusPrime: Changed: Scaled Models of Plasmashots so that they look a bit longer OptimusPrime: Changed: Added NoChaseCategory=small; for nearly all ships, so they will not follow fighters anymore, but still shoot them OptimusPrime: Changed: Increased Jamming Distance +100 to all Jammers OptimusPrime: Changed: Added Commander=1 tag to Command Cruisers (only for AI) OptimusPrime: Changed: Antifighters now try to target Fighters if they are in range (before they made no difference between big and small ships) (dont works perfect) OptimusPrime: Changed: Slugger and Reaver now try to target Big Ships if they are in range (before they made no difference between big and small ships) (dont works perfect) OptimusPrime: Fixed: Changed wrong textures on core Adv Solar OptimusPrime: Fixed: Drifting Problem with some units fixed by decreasing their acceleration (caused by the dontland=1 tag) OptimusPrime: Fixed: Added Armored = 1; tag to the Drone Frigate and a lot of turret scripts (it was missing and so the Drone Frigate had only half the HP it should have, also most turrets had no effect of their DamageModifier=0.75;) FINAL FRONTIER "The Next Generation Of War" 1.12 ======================================================== OptimusPrime: Balance: Increased Damage of Energybombs +100 OptimusPrime: Balance: Decreased Range of Titanweapons: Antimatter Lasers 1800 (2000) Rockets 2100 (2200) OptimusPrime: Balance: Changed the fury weapon to a guided projectile so it should hit more like its core version. Sadly this was only possible by giving the weapon a smoketrail OptimusPrime: Balance: Balanced Core and Arm Fighterweapons (Core were a bit to good in comparison to arm) OptimusPrime: Balance: Increased Damage of FlakTowers (lvl 2) vs Fighters 140 (120) and Decreased Reloadtime 0.42 (0.45), also increased HP +500 OptimusPrime: Changed: New Models for Plasmashots and Ionshots (now they are 3d models) OptimusPrime: Changed: Decreased Metal Costs of Mega Fusion Reactor -2000 Metal OptimusPrime: Changed: Increased Metaloutput of Commanders 10 (8) OptimusPrime: Changed: Increased Metaloutput of lvl 1 Metal extractors 0.00167 (0.0013) OptimusPrime: Changed: Decreased Cost of lvl 1 Yards 600 metal (800) OptimusPrime: Changed: Decreased Energy Cost and Buildtime of Nanotowers (-2000 Energy, - 2000 Buildtime) OptimusPrime: Changed: Added dontland=1 tag to all gunships bigger than fighters. OptimusPrime: Changed: Decreased Acceleration and Breakrate of ODS to fix a bug with the dontland=1 tag. OptimusPrime: Fixed: Soundproblems with the new Springversion 70b1 are now fixed FINAL FRONTIER "The Next Generation Of War" 1.11 ======================================================== OptimusPrime: Balance: Increased Damage of Bombers vs Buildings and Battleships (+100 per Bomb) OptimusPrime: Balance: Decreased Cost of Exceter -600 Metal, also decreased Weapon Damage -10% and changed the main turrets to only target big ships OptimusPrime: Balance: Decreased Cost of Super Heavy ODS -200 Metal OptimusPrime: Balance: Increased Range of most Defenses +10% OptimusPrime: Balance: Decreased costs of armteleporter -20000 energy OptimusPrime: Balance: Increased LOS of all ODS 650 (500) OptimusPrime: Balance: Reduced Buildtime of Eclipse 12000 (14000) and its not more able to target fighters OptimusPrime: Changed: Increased some groundboxes of some units (for example the lvl 3 con units) OptimusPrime: Changed: Color of the Nailgun model (gattlinguns) more yellow, to see them better on dark maps OptimusPrime: Changed: Reduced Buildtime of Nanotower 12000 (17000) OptimusPrime: Changed: Burnblow=0 to some gattlinguns (optical improvement) OptimusPrime: Changed: Increased Energyuse of Metalmakers and Moho metalmakers (10 Energy more per Metal) OptimusPrime: Changed: Reduced Speed of Spyprobes -10%, so they will be hit easier OptimusPrime: Changed: Increased Radar Range of Long Range Sensor Array 6000 (5500) OptimusPrime: Changed: Target Facilities are now only buildable on ground OptimusPrime: Added FirstStrike Long Range Missile Support Cruiser (Arm) (lvl 3) OptimusPrime: Added Lvl 4 Shipyard for Core OptimusPrime: Added Devastator as Titanunit (Core), buildable at lvl 4 shipyard FINAL FRONTIER "The Next Generation Of War" 1.10 ======================================================== OptimusPrime: Balance: Reduced Damage from siegegun (big battle station) to buildings to make it less effective for attacking bases OptimusPrime: Balance: Sliver Laser Damage reduced OptimusPrime: Balance: Predator Laser Damage reduced OptimusPrime: Balance: Increased Broedsides weapon Damage and its velocity OptimusPrime: Balance: Increased HP of nearly all big ships (the HP value should now be near to the metal value of the ship) OptimusPrime: Balance: Increased HP of nearly all defenses OptimusPrime: Balance: Increased Damage from energybombs done to defenses OptimusPrime: Balance: Increased Cost of Moho Metal Makers to 850 (250) OptimusPrime: Changed: Increased Tolerance for ionbolt weapons. Now they should fire correctly at ODSs. OptimusPrime: Changed: Decreased SelfDestructCountdown from adv metalextractors to 3 (5) OptimusPrime: Fixed: Typingerror in the armor.txt (all the destroyers were handled like no class units - means they took a lot more damage from nearly all weapons) fixed now FINAL FRONTIER "The Next Generation Of War" 1.09 ======================================================== OptimusPrime: Removed: Lvl 2 Bombers removed and replaced by the stealthed variant (without stealth). Reason: The old bombers are the reason for the crashbugs and i dont know how to fix them at this time OptimusPrime: Balance: Decreased HP of Undine and Hellhawk Bombers -200 HP OptimusPrime: Balance: Decreased Damage of Bomberturrets -50% (Arm) -70% (Core) and doubled the reloadtime (not the Energybombs) OptimusPrime: Balance: Increased Cost and Buildtime of the Predator +400 metal +10000 energy + 4000 buildtime OptimusPrime: Balance: Increased Range of small Battlestations rockets 850 (750) and velocity 550 (450) OptimusPrime: Balance: Increased maxangledifference for the sledgehammer to 14 (8) OptimusPrime: Balance: Increased Turnrate of Blaster 22 (14) OptimusPrime: Balance: Reduced Area of Effect of light EMP Weapon 35 (125) OptimusPrime: Balance: Decreased Costs of lvl 1 antifrigates/corvettes/commander towers -1000 Energy and -200 metal. OptimusPrime: Balance: Increased Weaponvelocity of the Flaks 1850 (950) to make them more usefull against bombers OptimusPrime: Changed: Increased Size of Flaktowers by 1.5 OptimusPrime: Changed: Small Battlestation now have reduced turnarea for their rocketpacks so that they dont fire through the station itself OptimusPrime: Changed: Increased Metaloutput of lvl 1 mines 0.0013 (0.0012) OptimusPrime: Changed: Reduced Damage of the Fusiongun done to other commanders 2000 (2500) OptimusPrime: Changed: Doubled the metaloutput and energyusage of metalmakers +2 (+1) -160 (-80) and increased their costs and HP OptimusPrime: Changed: Flak sound changed OptimusPrime: Changed: The Nightmare is now a Battleship and the Deathhand a Dreadnought OptimusPrime: Fixed: forgot to add Floater=1; to the medium teleportable ODS - fixed now OptimusPrime: Fixed: Missed hit sound from GatTurrets. Now added OptimusPrime: Removed: Old Loadingscreen OptimusPrime: Added: New Loadingscreen FINAL FRONTIER "The Next Generation Of War" 1.081 ======================================================== OptimusPrime: Fixed: Teleporter wont work on nonflatten terrain - now fixed by fiving the teleported ODSs Floater=1; tag. FINAL FRONTIER "The Next Generation Of War" 1.08 ======================================================== Fang: Changed: Some models/textures like the Morningstar, arm fusion reactor Fang: Fixed: The black groundplates of the exeter and piledriver Fang: Fixed: Some scripts OptimusPrime: Balance: Reduced Accuracy of ODS small ods (arm) to 100 (400) OptimusPrime: Balance: Reduced Buildtime of Eclipse 15000 (21000) and increased costs 3000 (2700) OptimusPrime: Balance: Increased damage vs Fighter/Bomber of Metalions and Sledgehammers +50% OptimusPrime: Balance: Increased costs of lvl1 Antifighterturrets +50 OptimusPrime: Balance: Decreased Workertime for Spylabs 160 (220) OptimusPrime: Balance: Increased Workertime of adv. Shipyards 140 (120/130) OptimusPrime: Balance: Increased HP of Dragon 1250 (1050) and BEarcat 1220 (1100) OptimusPrime: Balance: Armflak costs reduced -200 (was to expensive in comparison with coreversion) and slightly more HPs OptimusPrime: Balance: Dreadnoughts, Battleships and Piledriver a bit slower and less acceleration -6% OptimusPrime: Balance: Increased Jammingradius 950 (850) and energyusage 450 (250) of Radarjammertowers OptimusPrime: Balance: Decreased Damage of Sliver (-25%) and costs (-15%) OptimusPrime: Balance: Changed one weapon of Monrningstar to a small Minigun (more effective against fighters) OptimusPrime: Balance: Reduced Reloadtime of Gattling Gauss and Gattling Lasercannon (-7%) OptimusPrime: Balance: Reduced costs of Stormbringer 3600 (3800) OptimusPrime: Balance: Increased Bomberreloadtime 0.22 (0.2) OptimusPrime: Balance: Reduced Damage of Fighterweapons -10% OptimusPrime: Balance: Ionbolts now track their targets, but move slower OptimusPrime: Balance: Increased Damage done by REAVER and SLUGGER to Cammandcruisers, so they work as Commandkillers now (to prevent Commandrushing) OptimusPrime: Balance: Increased Commanders metaloutput 8.0 (5.0) OptimusPrime: Changed: All Metalextractors are now buildable on more uneven ground OptimusPrime: Changed: Sensorarrays arent buildable at Superconstructor anymore OptimusPrime: Changed: Increased Flight-height of all bomberships - now they shouldnt ram other ships while throwing bombs OptimusPrime: Changed: Lvl3 Constructioncruiser now buildable at spylab too OptimusPrime: Changed: Increased Breakspeed of Resurrectionships so that they dont drift so much OptimusPrime: Changed: Model of Plasmabombs OptimusPrime: Added: Repairpads buildable by lvl2/lvl3 Constructionships for both sides OptimusPrime: Added: Antimatterblaster for Core at lvl3 OptimusPrime: Added: Experimental ODS Teleporter buildable at lvl3 (arm) OptimusPrime: Added: Superheavy ODS buildable at Experimental Teleporter (arm) FINAL FRONTIER "The Next Generation Of War" 1.07 ======================================================== OptimusPrime: Fixed: Longbow wasnt able to be built - fixed now (was a typingerror -.-) OptimusPrime: Fixed: Fixed a crashbug with the Bomberunits (I still dont know why it sometimes crashed) OptimusPrime: Balance: Added Damagemodifier 0.75 to most defensbuildings OptimusPrime: Balance: Big Battlestations more expensive +20% OptimusPrime: Balance: Decreased Damage of EMP Weapons OptimusPrime: Balance: Decreased Cost of the Mauler -1000 Metal OptimusPrime: Balance: Bombers need 500 (350) Energy per bombardment OptimusPrime: Balance: Increased energyuse of Mohomines to 250 (150), reduced metaloutput 0.017 (0.02) and increased HP (+1000) OptimusPrime: Balance: Invincible has now a weaker laser (- 15% Damage) OptimusPrime: Balance: Coredeathhand a bit stronger +5% OptimusPrime: Balance: Increased HP of the big Shipyards ~18000 (11000) Spylabs 10500 (8500) and med Shipyard +1000 OptimusPrime: Balance: Targetfacility buildtime reduced 40000 (80000) and HP increased 6000 (3000) OptimusPrime: Balance: Removed the Radarability from most Units, so Communicationships and Radartowers are more important (Cloaked units as well) OptimusPrime: Changed: Removed energystoragecapacity of all Fighters OptimusPrime: Changed: Increased Radardistance of Sensorstations 6000 (5000) and costs/buildtime OptimusPrime: Changed: Some changes in the Buildtree (only some buildings) OptimusPrime: Changed: Now all Orbitalbuildings are buildable on water too (all Constructionbuildings, Resourcestation, Metalmaker and Battlestation) OptimusPrime: Changed: Added capture ability to the Resurrectionships OptimusPrime: Changed: Reduced the turnrate of some big ships OptimusPrime: Changed: Speedreduction of nearly all units (- 10%) to make radar more efficient OptimusPrime: Changed: Mohomines now deactivate when beeing attacked OptimusPrime: Added: Radarjamming-Frigate buildable at Spylab OptimusPrime: Added: Small Radarstation, buildable by Commandship and Constructioncraft OptimusPrime: Added: Megafusionreactor buildable by Constructioncruiser Fang: Changed: Selfdestructioncountdown of metalextractors to 1 sec FINAL FRONTIER "The Next Generation Of War" 1.06 ======================================================== Fang: Added: Fleetsupportships as a Lvl3 constructionunit OptimusPrime: Balance: Heretic has now a weaker weapon, needs longer to be built and is a bit more expensive OptimusPrime: Balance: Solarpanels dont store energy now - so commanderrushing is much harder OptimusPrime: Balance: Mohomines are more expensive OptimusPrime: Balance: Reduced the reloadtime of the siegegun (big Battlestation) to 14 (16) OptimusPrime: Balance: Decreased reloadtime of the 300MW Plasmaweapon (Morningstar and other Armunits) to 1.35 (1.5) OptimusPrime: Balance: Increased Gatling Laser Cannons damage ( ~ +10%) OptimusPrime: Balance: Increased the costs of the Battlestations +2k metal OptimusPrime: Changed: All buildpictures are now from in game view OptimusPrime: Changed: now the big Battlestations, the Mohomines and the Gascollector are only available at Lvl 3 Conunit OptimusPrime: Fixed: There was a problem by using the fusiongun against other commanders - fixed OptimusPrime: Fixed: The Flakturret wasnt able to be built - now fixed OptimusPrime: Fixed: Removed the jammingability from the Radartowers FINAL FRONTIER "The Next Generation Of War" 1.05 ======================================================== Fang: Added: targeting facility Fang: Fixed: heavy EMP Turrets now fire again Fang: Changed: laserthickness and color of some weapons OptimusPrime: Balance: Warspite has now a different (weaker) laser and is a bit cheaper (-700 metal) OptimusPrime: Balance: increased damage of EMP weapons (about 2x damage) OptimusPrime: Balance: increased the energyuse per metal from all metalmakers (from 60 to 70 and from 50 to 60) OptimusPrime: Balance: Starburst, Arclight and Warspite are slower now (-0.5/ -0.3) OptimusPrime: Changed: Ravagerturret now only targets big units OptimusPrime: Changed: nanotowers cheaper (-400) and a bit less effective 420 (450) OptimusPrime: Changed: Eclipse to old model with only one firepoint OptimusPrime: Changed: Sounds from nailguns to machinegunsounds and some other soundfixes OptimusPrime: Changed: Commander is now able to build metalstorage OptimusPrime: Changed: all pictures of all buildings changed OptimusPrime: Added: Gaspowerplant (buildable on geothermalspots) OptimusPrime: Added: Mohomine works as a supermine (4-times higher metaloutput as the advanced mine) OptimusPrime: Fixed: pakohit-sound was missing - now fixed OptimusPrime: Credits: added the ppl who made FF for TA (as far as i know - message me if i missed someone) [see readme] FINAL FRONTIER "The Next Generation Of War" 1.04 ======================================================== Fang: Changed: Big Battlestations now have 7 Turrets and dont fire through their shiphull Fang: Changed: some smaller changes on a lot models (for example sledgehammer, eclipse or lvl 1 Coreturret) OptimusPrime: Changed: sledgehammerweaponeffect to old laser style OptimusPrime: Changed: now all cloaked and stealthed units are ONLY available at the Spylab OptimusPrime: Balance: Nanotowers now have a shorter range 400 (550) OptimusPrime: Balance: Repairdrones are more expensive now 200 (100) and have a higher workertime 40 (30) OptimusPrime: Balance: some smaller changes (for example Eclipse more HP, warspite more expensive, sledgehammer HP reduced a bit, Metalion HP increased a bit) OptimusPrime: Fixed: Now its possible again to select the commander with pressing CTR + C FINAL FRONTIER "The Next Generation Of War" 1.03 ======================================================== Fang: Changed: completely retextured all models Fang: Changed: almost all Turrets for Arm and Core have been remodeled Fang: Changed: sledgehammer, and battleangel model, as well as the sledgehammer weapon graphic Fang: Changed: Turrets are now only able to fire to special sides and not through the shiphull Fang: Added: additional turrets and weapons on larger ships Fang: Fixed: Longbow and Prowler reloadbug =D OptimusPrime: Balance: rebalanced the new stuff (to much to write) OptimusPrime: Balance: Commander now has a smaller area of effect OptimusPrime: Balance: now there are 2 classes of Units: SMALL and BIG OptimusPrime: Balance: a lot of Turrets now only target one class of Units (Flak, Big Plasma, Bolts and so on) OptimusPrime: Balance: Radar Range increased across the board OptimusPrime: Fixed: now all Units have correct explosions and selfexplosions OptimusPrime: Added: new Loadingscreen and deleted all the old ones ======================================================== Final Frontier 1.02 ======================================================== OptimusPrime: Balance: Commander now produces 5 Metal (2.5) to make the start easier OptimusPrime: Balance: Heretic (Core lvl2 Frigate) is a bit more expensive now (+200) OptimusPrime: Balance: Flakcannon 10% less damage OptimusPrime: Balance: Solarpannels now produce only 100 Energy (120) and Resource Centre is a bit cheaper OptimusPrime: Balance: Scouts stronger (more firepower) OptimusPrime: Balance: Piledriver costs now more 51k (47k) OptimusPrime: Balance: Deathhands primeweapon reloadtime now 1.5 (2.0) OptimusPrime: Balance: Warhawk now costs less and has more HP 1100 (900) OptimusPrime: Balance: Lvl 1 Antifrigates, Corvettes- turrets more expensive now 1400 (1000) OptimusPrime: Performance: removed all unused movementclasses, so that the map will be loaded much faster (instead of calculating 33 pathcosts only 3 are calculated now) OptimusPrime: Changed: Weaponbeameffect of the Acceleratorweapons Unofficial Final 1.01 ======================================================== OptimusPrime: hotfix of the slicerrange (sorry - must be a typing error so it had the range of 450 instead of 950) Unofficial Final 1.0 ======================================================== OptimusPrime: Balance: made all Ionboltweapons stronger vs ODSs OptimusPrime: Balance: Slicerlaser should now be better OptimusPrime: Balance: Commandcruiser now do less damage to Commandcruiser OptimusPrime: Balance: Piledriver more expensive now (was to strong in comparison with 2 Broadsides) OptimusPrime: Balance: metalmaker now costs a bit more (it was like there was no difference between building solars and metalmakers or mines) OptimusPrime: Added: Nanolathetowers to prevent mass constructionunit-spamming OptimusPrime: Removed: Repairdocks (they didnt functioned in Spring) OptimusPrime: Fixed: Deathhand now fires correctly out of its turrets :D YEEHAW! ======================================================== Unofficial Beta 0.97 -------------------------------------------------------- OptimusPrime: Balance: Balance: Wildcat and Ironangel Damage reduced OptimusPrime: Balance: ODSs speed decresed to 0.7 and 0.75 (from 8 and 0.85) OptimusPrime: Balance: increased reloadtime of nearly all Fighters (they were in general to good) OptimusPrime: Balance: Sledgehammer now available at lvl 1 (now core and arm have an antifighter at lvl 1) OptimusPrime: Balance: Ionboltturrets now have very high Damage vs ODSs OptimusPrime: Balance: Annihilatorweapon does now more Damage OptimusPrime: Balance: ODSs are now slower and have different (not so good) weapons OptimusPrime: Balance: EMP weapons do now more damage to ODSs OptimusPrime: Balance: some smaller changes i dont remember Unofficial Beta 0.96 -------------------------------------------------------- OptimusPrime: Balance: ODS less HP OptimusPrime: Balance: Lvl 1 Antiairturrets now stronger bur more expensive OptimusPrime: Balance: Stealthbombers now more expensive but faster and stronger OptimusPrime: Balance: Paralyser more damage OptimusPrime: Balance: Morningstarweapon stronger OptimusPrime: Balance: Antifighterrockets stronger OptimusPrime: Balance: Wildcatweapon damage reduced OptimusPrime: Balance: Piledriver higher breakspeed, so that now it should try to stay in range OptimusPrime: Changed: Lance and Thunderlance now is on hovermovement OptimusPrime: Changed: Thunderlance and Arclight now have an Annihilator as primaryweapon :D OptimusPrime: Changed: Lvl 1 Yards now a bit cheaper OptimusPrime: Fixed: Prowler now fires only 16 Rockets and not 50 or more before it needs to reload OptimusPrime: Added: 2 new Loadingscreens OptimusPrime: some other fixes and (very small) changes i dont remember -.- Unofficial Beta 0.95 -------------------------------------------------------- OptimusPrime: Balance: Commanders produce more metal OptimusPrime: Balance: some small changes like added accuracy to a lot of weapons OptimusPrime: Fixed: Removed the Energyusebug of the Ressourcecenter OptimusPrime: Fixed: Longbow is now only able to fire its rockets in front of it OptimusPrime: Removed: All Units without a function like Drivemoduls OptimusPrime: Ressurectionships now work (they can now ressurect) OptimusPrime: Changed: Laserweapons now have a longer beamtime -------------------------------------------------------- Unofficial Beta 0.94 -------------------------------------------------------- OptimusPrime: Balance: Armorclasses included (readme inside) OptimusPrime: Removed the on/off ability of the ressourcecenter -------------------------------------------------------- Unofficial Beta 0.93 -------------------------------------------------------- OptimusPrime: Fixed ArmOrb and CorOrb Crashbug OptimusPrime: Balance: Increased the LOS of most ships (about 10-50%) OptimusPrime: Balance: Lonbow now only can fire in front of it with its rockets Unofficial Beta 0.92 (special thx to Fang for his hints and help!) -------------------------------------------------------- OptimusPrime: Fixed ArmOrb and CorOrb Errormessage at start OptimusPrime: Balance: only small differences :D OptimusPrime: Changed: Laserweapons look "better" now OptimusPrime: Changed: nearly all Explosions look much better now (bigger) OptimusPrime: Balance: Armorclasses included (will be used more in future versions) OptimusPrime: Added two Loadingscreens (will be more in future) OptimusPrime: Balance: all in all to much to write in detail -------------------------------------------------------- Unofficial Beta 0.9 -------------------------------------------------------- OptimusPrime: Fixed Soundproblems. Now all Units/Buildings should have correct sounds OptimusPrime: Balance: Startbuildings (Advanced Solarcollectors, Metalextractors) are cheaper now OptimusPrime: Balance: nearly all HP values of all ships changed. Now all Ships (not fighters) have a Damagemodifier of 0.5 (before there was nearly for every unit a diff. one) OptimusPrime: Balance: Bombers are more expensive now and a bit slower OptimusPrime: Balance: Some weapons changed OptimusPrime: Balance: all in all to much to write in detail -------------------------------------------------------- Unofficial Beta 0.8 -------------------------------------------------------- OptimusPrime: Fixed noweapon bug OptimusPrime: Fixed Weaponbug with wrong Weapons (nearly all units werent able to shoot) OptimusPrime: Fixed Longbowbug (Rocketmodel was missing, i added a standardmodel) OptimusPrime: Fixed Armcomander wasnt fireing with the second turret OptimusPrime: A lot balancechanges v.13 Alpha -------------------------------------------------------- Sorn: Fixed xcorasp,corspylab,sport,armspylab,xarmasp object scripts. Sorn: Fixed some more stray heap problems. Sorn: Fixed some ship names. Sorn: ARM: Bearcat Heavy Attack Fighter did not attack ground targets. Fixed. Sorn: Added spreadsheet with unit names & object names. Sorn: Lowered amount of Smoke off the big battlestations. v.12 Alpha -------------------------------------------------------- Sorn: Fixed corsport and corpfus object scripts. Sorn: Added OnOff0106,105 to textures. Sorn: Fixed some null textures on some ships. v.11 Alpha -------------------------------------------------------- Sorn: Fixed a couple of stray TDF _heap problems Sorn: Copied ShipMetal0800 to ShipMetal800 for texture v.10 Alpha -------------------------------------------------------- Sorn: Testing shows majority of problems fixed - This is a milestone for the MOD, and since FU messed up the upload a new version was warranted. 8) v.08 Alpha -------------------------------------------------------- Sorn: Fixed problems with the script files not matching up to the model for Victory and Archon Communication Ships. v.07 Alpha -------------------------------------------------------- Sorn: Fixed more _dead & _heap problems. Sorn: Fixed up a few more ship FBI's Sorn: Fixed buildings that were causing crashes Sorn: Linked modinfo dependancies properly v.06 Alpha -------------------------------------------------------- Sorn: Fixed fireangel.3do (Piledrive Planet Killer) object. Black Base Sorn: Fixed some more FBI's that had stray tags not required of that unit Sorn: Various base structures didnt have proper _dead & _heap TDFs associated causing crashing. Fixed v.05 Alpha -------------------------------------------------------- Sorn: Compressed oldgafs directory with 7-zip to minimize bandwidth. File is oldgafs.7z Sorn: Cleaned up all the unit FBI files. Mother: Provided a .ufo texture for 3dobuilder. File is /3dobuilder/tafftex.ufo v.04 Alpha -------------------------------------------------------- Sorn: Fixed armrss.fbi Was acting like a scooter instead of a flying spaceship. Sorn: Fixed Arm Mex, now shows a corpse and a heap. Sorn: Fixed texture problems on Arm side. Special thanks to Mother for helping test and find some of these problems. v.03 Alpha -------------------------------------------------------- Sorn: Cleaned up Mod file, smaller now - better organised. Gafs from the original are in the oldgafs folder. Sorn: Fixed wildcat.3do (Star Fighter) model - unaligned objects - visible objects that shouldnt be there Sorn: Fixed repulse.3do (Exeter Heavy Cruiser) model - Black Base Sorn: Fixed armrss.3do (Salvage Corvette) model - Black Base - Thanks to Zaphods face deletion tool! v.02 Alpha -------------------------------------------------------- Hrmph: Moved mod into switchable format for Spring due to popular demand v.01 Alpha -------------------------------------------------------- Hrmph: Imported TA mod Final Frontier and got it to work