---BOTA 1.6 (fix 8)---

This mod is a modification of the OTA mod for spring.

It was created as an improved OTA mod that addresses the problems caused by the move to Spring.
While it does keep the same core gameplay of OTA, it is not an attempt to perfectly recreate OTA.
Stats for many units have been changed either for balance or gameplay reasons.

it includes the evolva models along with other models and scripts salvaged from other mods.

To install drop the BOTA_16b4.sd7 file into the mods directory

Changes from BOTA 1.6 (fix 7)
*Cool Stuff*
-Added LUA Functionality
-Added ICEUI as default UI
-Added Unit halos Widget
-Added Adv. Player List Widget
-Added Custom Formations Widget
-Added MetalMaker Widget
-Added Healthbars Widget
-Added Unit AoE Widget

*Balance*
---(Naval Fixes)---
-T1 Shipyards are now reduced in Cost and HP
-Scoutships no longer fire their missiles at other ground units
-Scoutships are also reduced in HP (They REALLY needed this.)
-Destroyers are reduced in cost
---(Ground Units)---
-Scout Vehicles (and Flea) now have mini radar
-Arm Spider now has increased firing range (15%)
-Arm Spider is now buildable from both the Adv.Vehicle Plant(original) and The Adv.Kbot Lab
     (This is a radical change, please give me feedback after a few playthroughs.)
-Arm Fido has been nerfed; Reduced Armor by 10%, Reduced Rate of Fire by 25%
-Fido speed has been increased by 15% however.
-Core Gator has had a 5% armor reduction, along with a 10% general reduction in mobility, and a 5% reduction in range.
---(Misc.)---
-Radar Towers now have an increased LOS (by 33%)
-Kbot labs(for both sides) are now the cheapest factories. Start spamming those bots!

*General Fixes*
-Unit min/max water depths have been increased. A lot more maps should be playable in BOTA now. Including Barracuda Bay.
-That annoying beep has been removed.(Those who've experienced it know what I'm talking about)

***The COB Errors have not been fixed yet. I need an experienced animation scripter to fix these. Until then, the ICEui will actually hide the COB flood (more or less sweeping the problem under a rug). For a more perminant solution, I need someone to rescript Mr.D's units so they stop spamming COB errors.




*

Changes from BOTA 1.5:
*Cool Stuff*
-Added NOTA Style Explosions for most units
-Added CA Style Lasers
-Added Custom BOTA Style Explosions for Fusion weapons, Bombs, and other High Energy Structures
-New Cursors
-Valkyries actually use lasers now
-New Loading Screens again

*Balance*
-Arty units should now behave more like artillery
-Arty weapons are more devastating

*

Changes from 1.4:
*Cool Stuff*
-Added new explosion effects
-Added new weapon effects
-Increased Unit speed across the board (again)
-Added Machine Guns to the Atlas and Lasers to the Valkyrie
-new loading screens

*Balance*
-Increased armor for the Zeus
-Made peewees more expensive than Fleas
-Decreased buildtime for Fleas
-Made flashes and gators even faster
-Reduced fire rate on lvl2 artillery (but increased damage per shot)
-Lowered hit points to all defensive structures. 
-Lowered build time to mohomines by 30%
-Reduced energy cost to Solar collectors
-Fixed slope tolerances to pelicans and gimps (they can climb hills now)
-Increased slope tolerance to Wind Mills
-Increased slope tolerance to Mexes
-AA scripts for Con-Bots and Vehicles are now used to fix the sluggishness in previous versions
-Other balance changes i can't remember

*Bugs*
-Fixed the Game-Killing crash that was caused by the CORALAB and ARMAVP
-Bertha, Intimidator, DDM, and Annihilator can now fire at will


BOTA 1.0 - 1.3
Changes are as follows (From OTA):

- most units recieved +75% range and line of sight increase.  This amount was reduced for longer ranged units.
- damage/hitpoints/costs for most units adjusted for balance
- most kbots can now walk up steep slopes
- autoheal removed (except for a tiny tiny bit)
- mobile artillery range majorly improved
- Veh and kbot tracks put back in
- Heavy tanks crush trees and rubble
- hitpoints of most rubble reduced due to spring handling damage differently
- Stunner and Neutron missiles now work as intended, launcher made cheaper
- core immolator fixed.  Works as anti flash/peewee/warrior weapon
- most planes increased for speed.  
- Level 1 fighters and turrets on lvl 2 bombers now have machine guns.
- Lvl 1 fighters improved as bomber killers, cheap air superiority.
- Hovercraft Platform cheaper
- Nukes explode slightly bigger
- subkillers fixed to kill subs
- missile ship range and damage increased
- battleships are better
- transport ship is now better armored
- most mines removed.  There are now only small, large, and nuclear mines.
- land mine energy req for cloaking decreased
- core levelers are good now, as long as nothing shoots them
- peewees and flashes are now powerful early game units
- Hammers and Thuds are now artillery/support units
- flak is good, buildtime decreased.

- Evolva models used
- High Poly models used for some arm units
- Arm Hammer script taken from AA.  Previous one wasn't working correctly
- Penetrator and Warrior kbot scripts also taken from AA
- Doomsday and Annihilator scripts taken from AA again, and made on/offable
- weasel model borrowed from AA
