Evilhamburger's EvilMod

EvilMod Version History 0.9.1

This is the Version History file for EvilMod V1.0.0

NOTE: 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

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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

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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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