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Home » news » groups » Modder's Guild

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.

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Re: Evilhamburger's EvilMod 1.0.0-Main Release

Submitted by Jazz on Mon, 2008-04-28 06:08.

I found that I had to make a couple of changes to your files to get it to run

First in the Capital Ship missile entry in the componets data file in the reload rate you had "iif" at the begining of the string which caused the game to no start

In addition in the Homeworlds starting facility file you had an entry for deep space array which it couldnt find upon checking i found that you probably ment for it to be a planetary array which fixed that problem .

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Re: Evilhamburger's EvilMod 1.0.0-Main Release

Submitted by bladeer on Tue, 2008-05-13 20:16.

I had to do the Capital Ship missile too to get running but i did iif([%level%] >= 20, 5000, 7000 - (([%level%] - 1) * 100)) to fix it

and the same Homeworlds starting facility problem

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