	Advanced BA v1.59 for BA 7.12


Quick list of differences from BA 7.12:

ARM and CORE commanders now have 5000 health, D-gun can't kill other Com with 1 shoot, 2 needed as minimum (better for front players), self destruction countdown is now 20 sec and has wider effect range. Commanders can also be upgraded into more advanced forms depending on their experience. With each level commanders gain: more laser range and damage, more radar, sonar and sight range, more health and faster build rate, some additional minor enhancements and abilities, details in "\DOCS\Commander description.txt" inside the mod archive.

T1 Air trasnports are now half as manuverable, in order to discourage combombing and to make comnaping more difficult.

All T1 construction units (except naval) can build some new buildings:
	-Pocket Fusion - produces 115/125E (ARM/CORE), 500 storage
	-Architecture center - builds all T1 and T1.5 constructors (Ops Centre builder aircraft, Resource managment aircraft, helper kbot, Fortification Seaplane)

All T2 construction units (except naval) can additionally build:
	-Paralyser version of their side's LRPC (Long Range Plasma Cannon)

Operations centre builders (Colliper/Kaluper) can only build their side's Operations Centre (but can be used as any other air builders)

T1.5 Resource managment aircraft builds upgraded versions of windmills, metal makers and metal extractors, also a small fusion reactor and other T1 resource structures

Fortification Seaplane builds various walls, gates, general terraforming (not available in "Chicken Defense" mode), and some heavy armored turrets as well (seaplane can't guard or patrol, but can assist and reclaim)

Each side's Helper can build:
	-Upgraded versions of T1 defences (T1.5 defences)
	-Some additional defence turrets (Immolator, Gatling)
	-Small reflector shield

T3 construction KBots can build T2 kbot stuff and additionally:
	-T4 assault mech/spider
	-Beam version of the Annihilator/Doomsday Machine (Obliterator/Apocalypse Machine), replaces Anni/DDM
	-Upgraded Long-range Anti-Air defence (Cadmium/Shrieker), replaces LRAA
	-Advanced fusion reactor

Each side's T2 construction subs can build T3 shipyards which feature:
	-Super Battleship (has many cannons, and long weapon range)
	-Command carrier (launches a medium-low yield nuke, quad air repair bays, long range radar)
	-Tactical Nuclear Submarine (launches a medium yield nuke, heavy and antisub torpedoes)

Each side's Construction hevercraft can build Advanced Hovercraft Labs which feature a Adv. Construction hovercraft and 6 new heavy hovercraft

Operations Centre can build all of it's side's construction aircrafts among them the T3 air builder which can build:
	-Anti-matter Reactor
	-T3 metal maker
	-Long range nanotower
	-T3 LRPC
	-T3 rapid fire LRPC
	-Nuclear LRPC
	-T3 high energy tachyon weapon
	-Long range shield
	-T4 gantry (builds supersized versions of some T3 assault mechs)
	-Star dock (builds flying super ships)
	-T4 assault mech/spider
	-T3 metal extractor


All upgraded versions of plants (Tx.5) can build same units as regular version with some units being upgraded, as well as some additional units. Tx.5 plants have more health, build 20% faster than their regular version and cost more resources.

All units and structures that have an upgraded version can be upgraded into their respective upgraded version. Upgrading costs are equal to the cost difference in resources between regular and upgraded version. More advanced buildings and structures take longer to upgrade. For mobile units, a Tx.5 factory of their type is required for upgrading (for a T1 vehicle a T1.5 vehicle plant is required).
Upgraded version of units/structures feature any combination of the following:
	-More health
	-More damage
	-Longer weapon range
	-Faster reload time
	-Faster movement
	-Faster build speed

Best way to check if a unit/structure has an upgrade is to click on it and see if it has the upgrade button in ordermenu.

Original by [xXx]Senna revised by Deadnight Warrior
I thank all players, specially SgtPepper, for their comments and balancing tips.
Moddevs Overkill, Lurker and specially zwzsg for scripting and moding help. 
OptimusPrime, Azaremoth for Final Frontier stuff and all people whose 3D models and units I've used.
Beta testers Kylost, Riedel, nixtux, romulous, TGI and everybody not on the list for making this possible.
And of course thanks to TheFatController and the whole BA moddev team for providing us with an excellent base for our work.