Releases for Evilhamburger's EvilMod |
Evilhamburger's EvilMod 1.0.0-Main ReleaseGeneralDownload: EvilModV1.rar Size: 4.63 MB md5_file hash: 3f527a88bfb487827f82c8b5946df2b4 First released: Mon, 2008-04-14 22:21 Version 1.0.0 has been released! This is the new version history! 001. Changed - Warp Drive decreased bad parts and increased good bits 004. Fixed - Again, I am fixing the engine bug for scouts. 007. Addded - Small Space Yard Facility. 010. Added - Brainwashing Facility. Fun fun fun 013. Changed - Increased starting resource gen from 200 to 500. 016. Changed - Reduced maintainance cost for ships. 019. Added - Tech area "Housing", it gives you apartments which increase a planets max population 022. Added - Facility "Large Apartment Complex" 024. Removed - Weapon Technology tech area, it was kinda pointless... 027. Changed - Cap Ship Missile now relies on warheads for damage, missiles for range and strcuture and it can now target scouts. 030. Fixed - Laser Grid Defense System was avalible before it was meant to be 033. Added - Mine Warhead Polarised 036. Changed - Temporal Shield Generator picture 039. Fixed - Warp Drives could be placed on scouts, allowing them to have far to much movement. 042. Changed - Cap Ship Missiles now have a higher reload time which decrease with its level. 045. Added - Parkland, this helps offset the damages the facilities do to the planet conditions. 048. Changed - Greatly increased planetary stucture to make bombardment weapons more valuable. 051. Changed - Reduced drone damage to be less than mine damage. I hope everyone enjoys it. |




