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Home » projects & downloads » Game Mods » Evilhamburger's EvilMod

Releases for Evilhamburger's EvilMod

Evilhamburger's EvilMod 1.0.0-Main Release

General
Download: 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 Sticking out tongue
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 Sticking out tongue
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 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 - Cap Ship Missiles now have a higher reload time which decrease with its level.
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.

I hope everyone enjoys it.

» 2 comments

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