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Evil Mod Version History Data File
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This is the Version History file for EvilMod V0.9.3

Total changes in version X.X:
This is the total number of changes to the in this version.
Acceptable Value: INTGR

Total changes so far in mod: 
This is a running total of changes in the mod so far.
Acceptable Value: INTGR

NOTE:
Editing this file may make food (Especially hamburgers with sharp teeth) to want to eat you, it is not recommended to edit this file for that reason.

Last Updated On:
7:09 PM 22/01/2008

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*BEGIN*
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NOTE: PRECURSOR STUDIES DOES NOT REALLY INLOCK MUCH YET, BUT IT WILL AS OF 8TH FEB
NOTE: TEMPORAL SHIPS DO NOT CURRENTLY HAVE ANY EXTRA FEATURES. I AM WORKING ON THIS NOW. THEY WILL BE UPDATED BY THE 28TH OF JAN
Note: I will stop the caps lock now :P

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//Version 0.9.3
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Total changes in version 0.9.1: 033
Total changes so far in mod: 181

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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.


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//Version 0.9
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Total changes in version 0.9: 082
Total changes so far in mod:  148

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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
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Total changes in version 0.8: 066
Total changes so far in mod:  066

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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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