EvilMod Version History 0.9.1This is the Version History file for EvilMod V1.0.0NOTE: TEMPORAL SHIPS DO NOT CURRENTLY HAVE ANY EXTRA FEATURES. I AM WORKING ON THIS NOW. THEY WILL BE UPDATED SOON Note: THIS IS NOT SAVEGAME COMPATABLE WITH ANY OTHER VERSIONS //------------------------------------------------------------------------------------- //Version 1.0.0 //------------------------------------------------------------------------------------- Total changes in version 1: 052 Total changes so far in mod: 234 __________________________________________________________ 001. Changed - Warp Drive decreased bad parts and increased good bits :P 002. Removed - Precursor Studies 003. Added - Unique ruins 8, and I tied them into precursor tech and weapons. There is a 0.1% chance of finding it. (Instead of 0.5%) 004. Fixed - Again, I am fixing the engine bug for scouts. 005. Fixed - Baseship Construction was not working. 006. Added - Asteroids can now damage ships. 007. Addded - Small Space Yard Facility. 008. Changed - All industrial facilities (resource, construction, etc) now damage planet conditions. 009. Changed - Increased Climate Control Faciltity benifit per level. 010. Added - Brainwashing Facility. Fun fun fun :P 011. Changed - Increased benifits for Planetary fission Reactor. 012. Changed - Increased smallest starting resources. 013. Changed - Increased starting resource gen from 200 to 500. 014. Changed - Increased minimuim resource storage from 50k to 75k 015. Fixed - H/W starting facilities were not putting space ports on H/Ws. 016. Changed - Reduced maintainance cost for ships. 017. Added - Racial trait extreme reproduction. 018. Added - Racial trait Bio-Suits, race does not need life support. 019. Added - Tech area "Housing", it gives you apartments which increase a planets max population 020. Added - Facility "Small Apartment Complex" 021. Added - Facility "Medium Apartment Complex" 022. Added - Facility "Large Apartment Complex" 023. Added - Facility "Massive Apartment Complex" 024. Removed - Weapon Technology tech area, it was kinda pointless... 025. Changed - High - Energy Discharge Weapons now requires Physics level 3. 026. Changed - Missile Weapons now needs warheads level 3 027. Changed - Cap Ship Missile now relies on warheads for damage, missiles for range and missile strcuture and it can now target scouts. 028. Fixed - Scouts could be targeted by very few weapons. 029. Changed - Drones can now hit other drones. 030. Fixed - Laser Grid Defense System was avalible before it was meant to be 031. Changed - Star Ship Hulls was too expensive. 032. Added - Mine Warhead Nuclear 033. Added - Mine Warhead Polarised 034. Changed - Precursor Shield Generator picture 035. Changed - Shield Generator picture 036. Changed - Temporal Shield Generator picture 037. Changed - Small Ordnance Vat Picture 038. Changed - The max limit for units per sector has been increased 039. Fixed - Warp Drives could be placed on scouts, allowing them to have far to much movement. 040. Fixed - Troop movement bug. I think. Could someone test this please? 041. Fixed - Empire Bug 042. Changed - Capital Ship Missiles now have a higher reload time which decrease with its level to end up 1 second below stock. (After lv 20) 043. Changed - Increase range and damage of Advanced Point Defense Weapons. 044. Removed - Observation Tower facility. 045. Added - Parkland, this helps offset the damages the facilities do to the planet conditions. 046. Changed - Increased abilities of the Constrution Yard Megacomplex. 047. Changed - Renamed Deep Space Viewing Platform to Planetary Array. 048. Changed - Greatly increased planetary stucture to make bombardment weapons more valuable. 049. Changed - Increased Bombardment weapon damage. 050. Changed - Reduced mine damage increase per level. From: 100 + (([%level%] - 1) * 100) To: 100 + (([%level%] - 1) * 5) 051. Changed - Reduced drone damage to be less than mine damage. 052. Changed - Increased damaged for tactical nuke, can now target ships, now needs lv 50 missile weapons and 25 warheads. //------------------------------------------------------------------------------------- //Version 0.9.3 //------------------------------------------------------------------------------------- Total changes in version 0.9.3: 034 Total changes so far in mod: 182 __________________________________________________________ 001. Changed - Updated DesignTypes.txt 002. Fixed - H/World Starting Facilities were wrong. 003. Fixed - Problems with a few tech areas. 004. Added - Heavy Colony Ship 005. Added - Massive Freighter for large hull builders racial trait. 006. Added - Star Ship Hullls tech area. 007. Changed - Major adjustment to how ships get their level. 008. Changed - Tied Quantum Engines into ship hulls. 009. Changed - All phased things now rely on Phased Technology, I removed the sub area of phased weapons. 010. Changed - Repair Droids were too good. 011. Added - Battle Droids, like a bording party, only stronger. 012. Added - Laser Tracking System, like combat sensors only better. 013. Added - Laser Grid Defense System, a massive net of lasers through-out a ship which cuts invading troops into pieces. 014. Fixed - Scouts were not getting engines until Contra - Terrage engines reached LV5, even then it was combat movement. 015. Fixed - An oversight caused bridges to be avalible when they shouldn't. Oops. :) 016. Fixed - Scouts could have small and normal Combat Sensors. 017. Added - Warp Drive to go with the Advanced Propulsion. 018. Changed - Tactical Nuke increased damage, can now only target bases and planets, increased range, dependencies change. 019. Changed - Planetary Napalm Greatly increased range, increase damage 020. Changed - Heaps more weapons and comps can now be placed on scouts. 021. Added - Design Type "Scout / Explorer. Or was it Explorer / Scout? 022. Changed - Made population harder to please. 023. Added - Relaxed happiness type. They are usually pretty happy, but can have massive "Mood swings" 024. Added - Tech Area "Small Transport Hulls" It gives you the freighters. 025. Added - Tech Area, "Large Transport Hulls" It gives you the larger hull sizes of the freighters. 026. Added - Ship Size, Huge Freighter 027. Changed - Fighters are back to requiring construction level 2 028. Changed - High - Energy Discharge weapons are no longer tied to engine techs. 029. Changed - Reworked hull and engine tech to rely more on star ship hulls. 030. Added - Large Scout ship size. 031. Added - Organic Huge Freighter 032. Added - Crystalline Huge Freighter 033. Added - Temporal Huge Freighter 034. Removed - Fyrons system names.txt, I will add my own one in by the 28th. //------------------------------------------------------------------------------------- //Version 0.9 //------------------------------------------------------------------------------------- Total changes in version 0.9: 082 Total changes so far in mod: 148 __________________________________________________________ 001. Added - Put back in the extra cost for an increased level, however it is smaller. 002. Changed - Increased cost for stuff slightly, also increased importance of radioactives. 003. Added - Precursor damage type 004. Added - Precursor Cannons 005. Changed - Small Supply Storage picture. 006. Changed - Small Ordnance Storage picture. 007. Changed - Precursor Shields cost increase. 008. Added - Basic Generator (For supplies and Ordnance generation) 009. Added - Tactical Nuke 010. Added - Science Bay component, gives ships research capabilities. 011. Added - Communications Array component, gives ships intel capabilities. 012. Added - Large Science Bay component, gives bases research capabilities. 013. Added - Communications Center component, gives bases intel capabilities. 014. Added - Scout unit type, pretty much like a ship only doesn't require a spaceyard. 015. Changed - Troops can now be retrofitted 016. Changed - Mines can now be recovered from space. 017. Added - Racial trait "Large Hull Builders", gives an empire the ability to build bigger ships 018. Added - "Larger Hulls" tech area for empires with the required racial trait 019. Added - Massive Dreadnought 020. Added - Racial trait "Careful", reduces maintainance by 25% 021. Added - Racial Trait "facilitators", it lets you unlock more facility space on a planet 022. Added - Racial Trait "Physicists", gives you some more tech areas. 023. Added - Tech area, "Advanced Physics", you must have a racial trait to get it. 024. Added - Tech area, "Advanced Energy Weapons" 025. Added - Tech area, "Advanced Propulsion" 026. Added - Weapon Technology tech area. 027. Changed - 99.99% of weapons to rely on the new tech area, "weapon technology" 028. Added - Repair Bots component. Repairs all ships in sector of the player. 029. Added - Small Scout hull. 030. Added - Scout Command component. A bridge for scouts. 031. Added - Tactical Computer component. 032. Fixed - I forgot to change damage types.txt for the new armor types. 033. Changed - Magnetised Hull Plating armor type now only recieves 30% of the normal weapon damage, but it is EXTREMELY leaky. 034. Added - Hull Plating component, be careful... Looks can be decieving. 035. Added - Temporal Armor. 036. Added - Large Crystalline Armor 037. Added - Massive Shield Generator 038. Added - Massive Shield Regenerator 039. Added - Large Energy Refractor 040. Added - Large Depleted Uranium Cannon 041. Changed - Precursor Cannons damage at range 042. Added - Fission Reactor 043. Added - Massive Fission Reactor 044. Added - Planetary Fission Reactor (Resupply Depot only better) 045. Added - Observation Tower facility. (Large intel) 046. Changed - Homeworld Starting Facilities 047. Added - Temporal Frigate 048. Added - Temporal Destroyer 049. Changed - Alot of comps to fit on scout ships. 050. Added - Medium Scout hull. 051. Added - Temporal Light Cruiser 052. Added - Temporal Cruiser hull. 053. Added - Temporal Battleship hull. 054. Added - Temporal Dreadnought hull. 055. Added - Temporal Baseship hull. 056. Added - Temporal Light Carrier hull. 057. Added - Temporal Carrier hull. 058. Added - Temporal Heavy Carrier hull. 059. Added - Temporal Space Station hull. 060. Added - Temporal Starbase hull. 061. Added - Temporal Colony Ship hull. 062. Added - Temporal Small Freighter hull. 063. Added - Temporal Medium Freighter hull. 064. Added - Temporal Large Freighter hull. 065. Added - Temporal Small Fighter hull. 066. Added - Temporal Medium Fighter hull. 067. Added - Temporal Large Fighter hull. 068. Added - Temporal Small Satellite hull. 069. Added - Temporal Medium Satellite hull. 070. Added - Temporal Large Satellite hull. 071. Added - Temporal Small Mine hull. 072. Added - Temporal Medium Mine hull. 073. Added - Temporal Large Mine hull. 074. Added - Temporal Small Troop hull. 075. Added - Temporal Medium Troop hull. 076. Added - Temporal Large Troop hull. 077. Added - Temporal Small Weapons Platform hull. 078. Added - Temporal Medium Weapons Platform hull. 079. Added - Temporal Large Weapons Platform hull. 080. Added - Temporal Small Drone hull. 081. Added - Temporal Medium Drone hull. 082. Added - Temporal Large Drone hull. //------------------------------------------------------------------------------------- //Version 0.8 //------------------------------------------------------------------------------------- Total changes in version 0.8: 066 Total changes so far in mod: 066 __________________________________________________________ 001. Added - New tech area, Precursor Studies. 002. Added - Precursor Technologies tech. 003. Added - Precursor Weapondry tech. 004. Added - New shield type, "Precursor Shields" 005. Added - New Shield type, "Temporal Shields" 006. Added - New Armour type, "Thin Armor" 007. Added - New Armour type, "Temporal Plating" 008. Added - New Armour type, "Magnetised Hull Plating" 009. Added - Heavy Organic Armor 010. Added - Thin Armor 011. Changed - Standard Armor 012. Added - Heavy Armor 013. Added - New tech area, multi-planet colonisation. 014. Added - New generic colony component that allows colonisation of any type. 015. Added - Advanced bridge component. 016. Changed - Edited bridge component. 017. Added - Bridge tech area. Max level 50 018. Changed - Engine tech now requires light hull construcion level 1 019. Changed - Fighters now require light hull construction level 5 instead of construction. 020. Changed - Light Hull Construction now requires bridges level one. 021. Added - Tactical Bridge component 022. Changed - Auxiliary Control renamed to engineering and abilities and requirements changed. 023. Changed - Tweaked number of computer players in a game. 024. Changed - Reduced facility upgrade cost. 025. Changed - Psychology tech are increased levels by 10 and reduced cost. 026. Changed - Crew quarters component. 027. Added - Large crew quarters component. 028. Changed - Life support component. 029. Added - Large life support component. 030. Changed - Increased max ship and unit amounts to 50,000. Don't ask me why. 031. Changed - Ground combat max time increased. 032. Changed - Space combat max time incresed. 033. Changed - Warp points can now be seen from any distance. 034. Changed - Combat end conditions. 035. Added - Small Ordnance Vat, it's an ordnance vat, only smaller... 036. Changed - Ordnance Vat ordnance generation increased. 037. Changed - Ordnance Storage picture, cost and storage. 038. Changed - Supply Storage picture, cost and storage. 039. Changed - Small Ordnance Storage picture. 040 Changed - Small Supply Storage picture 041. Changed - Quantum Reactor, Cost, abilites and requirements. 042. Changed - Cargo Bay abilities, requirements and costs. 043. Added - Tiny Cargo Bay 044. Added - New "Advanced Point-Defense" weapons. 045. Added - New mount sizes (Tiny Range Mount, Medium Range Mount, Large Range Mount and Massive Range Mount) 046. Changed - Increased starting reproduction to 12% 047. Added - More Design types for ships, additions include missile ship, Stellar Manipulator, etc. 048. Fixed - Stock file bug that prevented some armour types on weapon platforms. 049. Changed - Satellites can now be retrofitted. 050. Added - Resource Storage Warehouse, can store all resources. 051. Added - Deep Space Viewing Platform facility. Gives sensors to planets as well as research boost 052. Changed - Increased racial points. 053. Changed - Population on a colony can now repair a ship without a shipyard, even if it is very slow. 054. Added - New colony types, "Resource Gathering Colony", "Research & Intelegence Compound", "Training Centre". 055. Changed - Planet size increase for domed planets. This is to balance it because of the new facilities to come. 056. Changed - Extra abilities to Advanced Storage racial trait, it now increases supply and ordnance storage. 057. Removed - I got rid of the annoying extra cost for better levels of components, facilities and ships. 058. Added - Temporal Shield Generator 059. Added - Large Cargo Bay 060. Changed - Scores, now more balanced. 061. Added - Construction Yard Complex facility, a space yard, only bigger. 062. Added - Construction Yard Mega-Complex facility, a Space Yard, only MUCH bigger. 063. Added - Massive Research Complex facility. Speaks for itself lol. 064. Added - Mineral Drill facility 065. Added - Hydroponics facility 066. Added - Perpetual Motion Extractor facility. radioactives generation. |
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