FINAL FRONTIER "The Next Generation Of War" (for Spring MOD)
------------------------------------------------------------


Change Log

FINAL FRONTIER "The Next Generation Of War" 1.21
========================================================
OptimusPrime: Balance: Reduced HP of firststrike to 11900 (13900)
OptimusPrime: Balance: Starburst has now a heavy ionbolt turret which does 30% more damage
OptimusPrime: Balance: Reduced reloadtime or deathhands mainweapon to 1.3 (1.4)
OptimusPrime: Balance: Reduced speed of arclight to 3.4 (3.6) and exeter to 2.6 (3.0)
OptimusPrime: Changed: Increased range of light sensor arrays to 3500 (3000)
OptimusPrime: Changed: Increased LOS of all towers to a minimum of 550
OptimusPrime: Changed: Increased LOS of all antifighter/bomber turrets to 650 (from 450)
OptimusPrime: Changed: Increased Ionbolt tolerance to 3000 (from 2000) so that it should fire even in close combat
OptimusPrime: Changed: Cosmetic changes to unit names and descriptions
OptimusPrime: Changed: Commander under attack sound added for command cruisers
OptimusPrime: Changed: Some minor changes like laser color tweaks, wreckage metal value changes or script fixes
OptimusPrime: Fixed: Blaster tower should now fire automatically again
OptimusPrime: Fixed: Sound of ionbolt weapons on ships (volume was nearly 0)

FINAL FRONTIER "The Next Generation Of War" 1.20
========================================================
OptimusPrime: Balance: Increased HP of deathhand to 29000 (28000)
OptimusPrime: Balance: Increased HP of Piledriver to 51000 (48000)
OptimusPrime: Balance: A few units and buildings do less damage vs corvettes (-10%)
OptimusPrime: Balance: Increased speed of predator to 6 (5.3)
OptimusPrime: Balance: Increased HP of predator 3300 (3100)
OptimusPrime: Balance: Reduced speed of Exceter to 3.0 (3.2) and increased metal cost to 9600 (9300)
OptimusPrime: Balance: Reduced Damage of Ionbolt towers done to ships by 100
OptimusPrime: Changed: Reduced HP of solar collectors -300 (from 1400)
OptimusPrime: Changed: Increased metal output of lvl 1 mexes by 40% and lvl 2 mexes by 20% 
OptimusPrime: Changed: Reclaiming works now instantly and not just after the complete wreckage is reclaimed
OptimusPrime: Fixed: Teleported odss cannot be reclaimed instantly anymore

FINAL FRONTIER "The Next Generation Of War" 1.19
========================================================
OptimusPrime: Balance: Reduced damage from ionbolt turrets done to lvl 3 ships by -10%
OptimusPrime: Balance: Reduced damage of sledgehammer done to fighters/bombers to 750 (from 850) 
OptimusPrime: Changed: Repair drones arent able to assist other buildings anymore (to prevent building hundreds of them instead of nanotowers - they still can guard and repair) 
OptimusPrime: Changed: Added shownanospray=0; for teleporter. Also added some canxxx=0 tags (like canrepair)
OptimusPrime: Changed: Reduced Energy costs of a lot of units (from 10-50%)
OptimusPrime: Changed: Soundvolumes of some weapons/explosions changed 
OptimusPrime: Fixed: Fixed nanotower bug with the spring version 0.73b1 which made it impossible to assist factories (cause of the canguard=0 line which was ignored before 0.73b)
OptimusPrime: Fixed: Metal of invincible wreckage reduced (it gave more metal than the ship)

FINAL FRONTIER "The Next Generation Of War" 1.18
========================================================
OptimusPrime: Balance: Increased the reloadtime of lvl2 frigates antifighter weapons +10% (they are about 6% weaker against fighters)
OptimusPrime: Changed: Increased workertimes of resurrection corvettes 90 (70)
OptimusPrime: Changed: Reduced HP of lvl3 mohomines - 20% (core) and -10 % (arm)
OptimusPrime: Changed: Reduced HP of super constructors 3000 (3500)
OptimusPrime: Changed: Increased the metal costs of poketfusions +100 (~ 8%)
OptimusPrime: Changed: Silhouette and Wraith are now stealthed gunships: more expensive and stronger
OptimusPrime: Changed: Geos are now also available at lvl2 
OptimusPrime: Changed: Some smaller buildtime changes (increased BT of Heretic, ODSs)
OptimusPrime: Fixed: Dontland tag fixed (it works again) and units dont drift anymore
OptimusPrime: Added: Some "last words" added
OptimusPrime: Added: Different explosion effects for different weapons and explosions added

FINAL FRONTIER "The Next Generation Of War" 1.17
========================================================
OptimusPrime: Balance: Increased HP of battleangel 1250 (800)
OptimusPrime: Balance: Increased metalcost of arclight 14000 (12000)
OptimusPrime: Balance: Decreased Damage of Flak Weapons on battleships -10% done to Fighters: 90 (100)
OptimusPrime: Changed: Reduced Damage of Fusiongun done to ODS 1200 (2000)
OptimusPrime: Changed: Reduced Buildtime of Ironangel and Wildcat 1900 (2200), Bearcat 3100 (3750) and Dragon 3150 (4000)
OptimusPrime: Changed: Reduced velocity of Battleships and bigger ones -25% (to make heavy and battlecruisers more usefull in comparison to them)
OptimusPrime: Changed: Reduced Buildtime of Morningstar 7000 (8000) and Heretic 7500 (11000)
OptimusPrime: Changed: Changed Buildtimes of most bigger ships to an average value of 3x metal costs: now most cruisers are faster to build, while battleships need a lot more time
OptimusPrime: Changed: Devastator model redone
OptimusPrime: Fixed: Fixed a bug with core battlestation explosion
OptimusPrime: Added: Bigger ships and Battlestations have now a constant metalcost. The bigger your fleet of big ships, the higher the upkeep. 
                     Cost values: Battlecruisers 4, Battleships and Dreads 12 (Invincible 8), Planetkillers and Battlestations 25, Titans 50  

FINAL FRONTIER "The Next Generation Of War" 1.16
========================================================
OptimusPrime: Balance: Reduced Areaofeffect of Flakminigun (mounted on most big ships) to 62 (82)
OptimusPrime: Balance: Reduced Damage of lvl 1 ODS done to buildings -25%
OptimusPrime: Balance: Reduced Damage of Eclipse weapon done to smaller ships than battleships (- 10%-20%) but increased Damage done to battleships +10%
OptimusPrime: Balance: Reduced metal and energy costs of Blaster tower [-3000 metal (17k now) - 10k energy (62k now)] also reduced buildtime a bit
OptimusPrime: Balance: Reduced costs of EMP corvettes -500 metal and changed their HP (they had too few HP because of a wrong damage modifier)
OptimusPrime: Balance: Reduced damage of Ravager and Mauler done to smaller ships - 10%-30%
OptimusPrime: Balance: Reduced costs of lvl 4 ship yard -4k metal -20k energy
OptimusPrime: Balance: Some changes with the EMP weapons (damage done to ods increased a lot for lvl1 emp and reduced for lvl2 emp)
OptimusPrime: Balance: Increased Areaofeffect of energybombs 146 (126)
OptimusPrime: Balance: Increased accuracy of anticommander tower
OptimusPrime: Changed: Eclipse is now a destroyer instead of a frigate (it takes much more damage from fighters now)
OptimusPrime: Changed: Mexes have an output of 0.0018 (0.00167)
OptimusPrime: Changed: Removed Stealth=1 tag from small ODSs
OptimusPrime: Changed: Constructors have different flight heights now
OptimusPrime: Changed: blue Plasma texture changed and changed hitspheres of all plasmashots (the hitpolygone was at the end but should be at the front)
OptimusPrime: Fixed: Typo with the Fusiongun fixed: damage done to ODS was 200 instead of 2000
OptimusPrime: Fixed: Added damagemodifier=0.75 to the lvl 1 emp turrets
OptimusPrime: Added: When exploding, the bigger units throw around burning parts

FINAL FRONTIER "The Next Generation Of War" 1.15
========================================================
OptimusPrime: Balance: Reduced Damage of Mauler and Ravager done to Frigates,Corvettes,Cruisers and Destroyers to 80%-60% to make Anti-corvettes,Frigates Tower more usefull
OptimusPrime: Balance: Reduced Damage of First Strikes primary Rockets to ships (not buildings). The smaller the unit, the less damage it does now.
OptimusPrime: Balance: Increased the (in)accuracy of big lasers to make them weaker against fighters (like arm weapons are)
OptimusPrime: Balance: Increased Energy Usage of Arm Commander to 35 (0) like Core Commander
OptimusPrime: Balance: Removed Radar from Warlock
OptimusPrime: Balance: Reduced Warhawk Damage vs Commander -50%
OptimusPrime: Changed: Lvl 1 Constructors are now SMALL and BIG classes, so all turrets can shoot them.
OptimusPrime: Changed: Reduced Costs of Repair Pads -500 metal -4k energy, also reduced Build time
OptimusPrime: Changed: Colors of Plasmashots (i will change them back, if people dont like them)
OptimusPrime: Changed: Reduced Cruise Alt of Repair drones 80 (100)
OptimusPrime: Changed: Added autoheal=1; to all fighters (not gunships) so that they dont die when crashing their own units
OptimusPrime: Fixed: Super Constructors were missing in the armorclasses.txt, so they took a lot more damage from all units. Fixed now, but also reduced their HP -1000
OptimusPrime: Fixed: Grafic bug with arm commander fixed

FINAL FRONTIER "The Next Generation Of War" 1.14
========================================================
OptimusPrime: Balance: some tweaks on the Drone Frigate, Morningstar and EMP Weapons
OptimusPrime: Changed: Scaled the Core Flak Tower. It is now more flat so that big turrets can shoot over it (for example Blaster)
OptimusPrime: Changed: Added ImpulseFactor=0; to all Weapons to improve performance (in big battles 8-14% better Performance)

FINAL FRONTIER "The Next Generation Of War" 1.13
========================================================
OptimusPrime: Balance: Increased Damage of Ionbolt Weapons done to ODS +10%
OptimusPrime: Balance: Increased Damage of Flakminigun (mounted on most big ships) done to Fighters and Bombers 100 (40) 
OptimusPrime: Balance: Increased Damage of Morningstars Flak Weapon done to Fighters/Bombers 80 (25)
OptimusPrime: Balance: Increased Damage of Flak done to Fighters/Bombers 150 (140)
OptimusPrime: Balance: Increased Damage of Heretic done to Fighters/Bombers +20%
OptimusPrime: Balance: Recalculated Damage of Fighters . Now they are less effective against cruisers and destroyers and much less effective against Frigates and Corvettes
OptimusPrime: Balance: Increased Damage of Blaster Tower + 10% to some UnitClasses
OptimusPrime: Balance: Increased Range of Anticomm Towers 1200 (1100) and increased their Damage to Frigates/Corvettes +15% and to Destroyers/Cruisers +10%
OptimusPrime: Balance: Increased HP of Bombers +400
OptimusPrime: Balance: Increased Weapon Velocity of Slugger 1050 (850)
OptimusPrime: Balance: Recaltulated ODS Weapons (lvl 2)
OptimusPrime: Balance: Increased CruiseAlt of Devastator 120 (90)
OptimusPrime: Balance: Increased HP of lvl 3 Constructors +1000
OptimusPrime: Balance: Increased HP of Elite Fighters +100
OptimusPrime: Balance: Recalculated Damge of Mauler Weapon (to make it more equal to the Ravager)
OptimusPrime: Changed: Decreased Energy Per Shot of SledgeHammer Laser 60 (160)
OptimusPrime: Changed: Decreased Energy COsts of IronAngel, Wildcat, SledgeHammer and Metalion -2000 Energy
OptimusPrime: Changed: Increased Damage of Drone Frigate done to Fighters so it is now a Fighter/Bomber-Hunter
OptimusPrime: Changed: Increased Cruise Alt of FirstStrike, so that it shouldnt shoot his own ships so often
OptimusPrime: Changed: Scaled Models of Plasmashots so that they look a bit longer
OptimusPrime: Changed: Added NoChaseCategory=small; for nearly all ships, so they will not follow fighters anymore, but still shoot them 
OptimusPrime: Changed: Increased Jamming Distance +100 to all Jammers
OptimusPrime: Changed: Added Commander=1 tag to Command Cruisers (only for AI)
OptimusPrime: Changed: Antifighters now try to target Fighters if they are in range (before they made no difference between big and small ships) (dont works perfect)
OptimusPrime: Changed: Slugger and Reaver now try to target Big Ships if they are in range (before they made no difference between big and small ships) (dont works perfect)
OptimusPrime: Fixed: Changed wrong textures on core Adv Solar
OptimusPrime: Fixed: Drifting Problem with some units fixed by decreasing their acceleration (caused by the dontland=1 tag)
OptimusPrime: Fixed: Added Armored = 1; tag to the Drone Frigate and a lot of turret scripts (it was missing and so the Drone Frigate had only half the HP it should have, also most turrets had no effect of their DamageModifier=0.75;)

FINAL FRONTIER "The Next Generation Of War" 1.12
========================================================
OptimusPrime: Balance: Increased Damage of Energybombs +100
OptimusPrime: Balance: Decreased Range of Titanweapons: Antimatter Lasers 1800 (2000) Rockets 2100 (2200)
OptimusPrime: Balance: Changed the fury weapon to a guided projectile so it should hit more like its core version. Sadly this was only possible by giving the weapon a smoketrail
OptimusPrime: Balance: Balanced Core and Arm Fighterweapons (Core were a bit to good in comparison to arm)
OptimusPrime: Balance: Increased Damage of FlakTowers (lvl 2) vs Fighters 140 (120) and Decreased Reloadtime 0.42 (0.45), also increased HP +500
OptimusPrime: Changed: New Models for Plasmashots and Ionshots (now they are 3d models)
OptimusPrime: Changed: Decreased Metal Costs of Mega Fusion Reactor -2000 Metal
OptimusPrime: Changed: Increased Metaloutput of Commanders 10 (8)
OptimusPrime: Changed: Increased Metaloutput of lvl 1 Metal extractors 0.00167 (0.0013)
OptimusPrime: Changed: Decreased Cost of lvl 1 Yards 600 metal (800)
OptimusPrime: Changed: Decreased Energy Cost and Buildtime of Nanotowers (-2000 Energy, - 2000 Buildtime)
OptimusPrime: Changed: Added dontland=1 tag to all gunships bigger than fighters.
OptimusPrime: Changed: Decreased Acceleration and Breakrate of ODS to fix a bug with the dontland=1 tag. 
OptimusPrime: Fixed: Soundproblems with the new Springversion 70b1 are now fixed

FINAL FRONTIER "The Next Generation Of War" 1.11
========================================================
OptimusPrime: Balance: Increased Damage of Bombers vs Buildings and Battleships (+100 per Bomb)
OptimusPrime: Balance: Decreased Cost of Exceter -600 Metal, also decreased Weapon Damage -10% and changed the main turrets to only target big ships
OptimusPrime: Balance: Decreased Cost of Super Heavy ODS -200 Metal
OptimusPrime: Balance: Increased Range of most Defenses +10%
OptimusPrime: Balance: Decreased costs of armteleporter -20000 energy
OptimusPrime: Balance: Increased LOS of all ODS 650 (500)
OptimusPrime: Balance: Reduced Buildtime of Eclipse 12000 (14000) and its not more able to target fighters
OptimusPrime: Changed: Increased some groundboxes of some units (for example the lvl 3 con units)
OptimusPrime: Changed: Color of the Nailgun model (gattlinguns) more yellow, to see them better on dark maps 	
OptimusPrime: Changed: Reduced Buildtime of Nanotower 12000 (17000)
OptimusPrime: Changed: Burnblow=0 to some gattlinguns (optical improvement)
OptimusPrime: Changed: Increased Energyuse of Metalmakers and Moho metalmakers (10 Energy more per Metal)
OptimusPrime: Changed: Reduced Speed of Spyprobes -10%, so they will be hit easier
OptimusPrime: Changed: Increased Radar Range of Long Range Sensor Array 6000 (5500)
OptimusPrime: Changed: Target Facilities are now only buildable on ground
OptimusPrime: Added FirstStrike Long Range Missile Support Cruiser (Arm) (lvl 3)
OptimusPrime: Added Lvl 4 Shipyard for Core	
OptimusPrime: Added Devastator as Titanunit (Core), buildable at lvl 4 shipyard

FINAL FRONTIER "The Next Generation Of War" 1.10
========================================================
OptimusPrime: Balance: Reduced Damage from siegegun (big battle station) to buildings to make it less effective for attacking bases
OptimusPrime: Balance: Sliver Laser Damage reduced
OptimusPrime: Balance: Predator Laser Damage reduced
OptimusPrime: Balance: Increased Broedsides weapon Damage and its velocity
OptimusPrime: Balance: Increased HP of nearly all big ships (the HP value should now be near to the metal value of the ship)
OptimusPrime: Balance: Increased HP of nearly all defenses
OptimusPrime: Balance: Increased Damage from energybombs done to defenses
OptimusPrime: Balance: Increased Cost of Moho Metal Makers to 850 (250)
OptimusPrime: Changed: Increased Tolerance for ionbolt weapons. Now they should fire correctly at ODSs.
OptimusPrime: Changed: Decreased SelfDestructCountdown from adv metalextractors to 3 (5)
OptimusPrime: Fixed: Typingerror in the armor.txt (all the destroyers were handled like no class units - means they took a lot more damage from nearly all weapons) fixed now

FINAL FRONTIER "The Next Generation Of War" 1.09
========================================================
OptimusPrime: Removed: Lvl 2 Bombers removed and replaced by the stealthed variant (without stealth). Reason: The old bombers are the reason for the crashbugs and i dont know how to fix them at this time
OptimusPrime: Balance: Decreased HP of Undine and Hellhawk Bombers -200 HP
OptimusPrime: Balance: Decreased Damage of Bomberturrets -50% (Arm) -70% (Core) and doubled the reloadtime (not the Energybombs)
OptimusPrime: Balance: Increased Cost and Buildtime of the Predator +400 metal +10000 energy + 4000 buildtime 
OptimusPrime: Balance: Increased Range of small Battlestations rockets 850 (750) and velocity 550 (450)
OptimusPrime: Balance: Increased maxangledifference for the sledgehammer to 14 (8)
OptimusPrime: Balance: Increased Turnrate of Blaster 22 (14)
OptimusPrime: Balance: Reduced Area of Effect of light EMP Weapon 35 (125)
OptimusPrime: Balance: Decreased Costs of lvl 1 antifrigates/corvettes/commander towers -1000 Energy and -200 metal. 
OptimusPrime: Balance: Increased Weaponvelocity of the Flaks 1850 (950) to make them more usefull against bombers
OptimusPrime: Changed: Increased Size of Flaktowers by 1.5
OptimusPrime: Changed: Small Battlestation now have reduced turnarea for their rocketpacks so that they dont fire through the station itself
OptimusPrime: Changed: Increased Metaloutput of lvl 1 mines 0.0013 (0.0012)
OptimusPrime: Changed: Reduced Damage of the Fusiongun done to other commanders 2000 (2500) 
OptimusPrime: Changed: Doubled the metaloutput and energyusage of metalmakers +2 (+1) -160 (-80) and increased their costs and HP
OptimusPrime: Changed: Flak sound changed
OptimusPrime: Changed: The Nightmare is now a Battleship and the Deathhand a Dreadnought
OptimusPrime: Fixed: forgot to add Floater=1; to the medium teleportable ODS - fixed now
OptimusPrime: Fixed: Missed hit sound from GatTurrets. Now added 
OptimusPrime: Removed: Old Loadingscreen
OptimusPrime: Added: New Loadingscreen

FINAL FRONTIER "The Next Generation Of War" 1.081
========================================================
OptimusPrime: Fixed: Teleporter wont work on nonflatten terrain - now fixed by fiving the teleported ODSs Floater=1; tag. 

FINAL FRONTIER "The Next Generation Of War" 1.08
========================================================
Fang: Changed: Some models/textures like the Morningstar, arm fusion reactor 
Fang: Fixed: The black groundplates of the exceter and piledriver
Fang: Fixed: Some scripts
OptimusPrime: Balance: Reduced Accuracy of ODS small ods (arm) to 100 (400)
OptimusPrime: Balance: Reduced Buildtime of Eclipse 15000 (21000) and increased costs 3000 (2700)
OptimusPrime: Balance: Increased damage vs Fighter/Bomber of Metalions and Sledgehammers +50%
OptimusPrime: Balance: Increased costs of lvl1 Antifighterturrets +50
OptimusPrime: Balance: Decreased Workertime for Spylabs 160 (220)
OptimusPrime: Balance: Increased Workertime of adv. Shipyards 140 (120/130)
OptimusPrime: Balance: Increased HP of Dragon 1250 (1050) and BEarcat 1220 (1100)
OptimusPrime: Balance: Armflak costs reduced -200 (was to expensive in comparison with coreversion) and slightly more HPs
OptimusPrime: Balance: Dreadnoughts, Battleships and Piledriver a bit slower and less acceleration -6%
OptimusPrime: Balance: Increased Jammingradius 950 (850) and energyusage 450 (250) of Radarjammertowers
OptimusPrime: Balance: Decreased Damage of Sliver (-25%) and costs (-15%)
OptimusPrime: Balance: Changed one weapon of Monrningstar to a small Minigun (more effective against fighters)
OptimusPrime: Balance: Reduced Reloadtime of Gattling Gauss and Gattling Lasercannon (-7%)
OptimusPrime: Balance: Reduced costs of Stormbringer 3600 (3800)
OptimusPrime: Balance: Increased Bomberreloadtime 0.22 (0.2)
OptimusPrime: Balance: Reduced Damage of Fighterweapons -10%
OptimusPrime: Balance: Ionbolts now track their targets, but move slower
OptimusPrime: Balance: Increased Damage done by REAVER and SLUGGER to Cammandcruisers, so they work as Commandkillers now (to prevent Commandrushing)
OptimusPrime: Balance: Increased Commanders metaloutput 8.0 (5.0) 
OptimusPrime: Changed: All Metalextractors are now buildable on more uneven ground
OptimusPrime: Changed: Sensorarrays arent buildable at Superconstructor anymore
OptimusPrime: Changed: Increased Flight-height of all bomberships - now they shouldnt ram other ships while throwing bombs
OptimusPrime: Changed: Lvl3 Constructioncruiser now buildable at spylab too
OptimusPrime: Changed: Increased Breakspeed of Resurrectionships so that they dont drift so much
OptimusPrime: Changed: Model of Plasmabombs
OptimusPrime: Added: Repairpads buildable by lvl2/lvl3 Constructionships for both sides
OptimusPrime: Added: Antimatterblaster for Core at lvl3
OptimusPrime: Added: Experimental ODS Teleporter buildable at lvl3 (arm)
OptimusPrime: Added: Superheavy ODS buildable at Experimental Teleporter (arm)

FINAL FRONTIER "The Next Generation Of War" 1.07
========================================================
OptimusPrime: Fixed: Longbow wasnt able to be built - fixed now (was a typingerror -.-)
OptimusPrime: Fixed: Fixed a crashbug with the Bomberunits (I still dont know why it sometimes crashed)
OptimusPrime: Balance: Added Damagemodifier 0.75 to most defensbuildings
OptimusPrime: Balance: Big Battlestations more expensive +20%
OptimusPrime: Balance: Decreased Damage of EMP Weapons 
OptimusPrime: Balance: Decreased Cost of the Mauler -1000 Metal 
OptimusPrime: Balance: Bombers need 500 (350) Energy per bombardment
OptimusPrime: Balance: Increased energyuse of Mohomines to 250 (150), reduced metaloutput 0.017 (0.02) and increased HP (+1000)
OptimusPrime: Balance: Invincible has now a weaker laser (- 15% Damage)
OptimusPrime: Balance: Coredeathhand a bit stronger +5%
OptimusPrime: Balance: Increased HP of the big Shipyards ~18000 (11000) Spylabs 10500 (8500) and med Shipyard +1000 
OptimusPrime: Balance: Targetfacility buildtime reduced 40000 (80000) and HP increased 6000 (3000)
OptimusPrime: Balance: Removed the Radarability from most Units, so Communicationships and Radartowers are more important (Cloaked units as well)
OptimusPrime: Changed: Removed energystoragecapacity of all Fighters
OptimusPrime: Changed: Increased Radardistance of Sensorstations 6000 (5000) and costs/buildtime
OptimusPrime: Changed: Some changes in the Buildtree (only some buildings)
OptimusPrime: Changed: Now all Orbitalbuildings are buildable on water too (all Constructionbuildings, Resourcestation, Metalmaker and Battlestation)
OptimusPrime: Changed: Added capture ability to the Resurrectionships 
OptimusPrime: Changed: Reduced the turnrate of some big ships
OptimusPrime: Changed: Speedreduction of nearly all units (- 10%) to make radar more efficient 
OptimusPrime: Changed: Mohomines now deactivate when beeing attacked
OptimusPrime: Added: Radarjamming-Frigate buildable at Spylab
OptimusPrime: Added: Small Radarstation, buildable by Commandship and Constructioncraft
OptimusPrime: Added: Megafusionreactor buildable by Constructioncruiser
Fang: Changed: Selfdestructioncountdown of metalextractors to 1 sec 

FINAL FRONTIER "The Next Generation Of War" 1.06
========================================================
Fang: Added: Fleetsupportships as a Lvl3 constructionunit
OptimusPrime: Balance: Heretic has now a weaker weapon, needs longer to be built and is a bit more expensive
OptimusPrime: Balance: Solarpanels dont store energy now - so commanderrushing is much harder
OptimusPrime: Balance: Mohomines are more expensive 
OptimusPrime: Balance: Reduced the reloadtime of the siegegun (big Battlestation) to 14 (16) 
OptimusPrime: Balance: Decreased reloadtime of the 300MW Plasmaweapon (Morningstar and other Armunits) to 1.35 (1.5)
OptimusPrime: Balance: Increased Gatling Laser Cannons damage ( ~ +10%)
OptimusPrime: Balance: Increased the costs of the Battlestations +2k metal
OptimusPrime: Changed: All buildpictures are now from in game view
OptimusPrime: Changed: now the big Battlestations, the Mohomines and the Gascollector are only available at Lvl 3 Conunit
OptimusPrime: Fixed: There was a problem by using the fusiongun against other commanders - fixed 
OptimusPrime: Fixed: The Flakturret wasnt able to be built - now fixed
OptimusPrime: Fixed: Removed the jammingability from the Radartowers


FINAL FRONTIER "The Next Generation Of War" 1.05
========================================================
Fang: Added: targeting facility
Fang: Fixed: heavy EMP Turrets now fire again 
Fang: Changed: laserthickness and color of some weapons
OptimusPrime: Balance: Warspite has now a different (weaker) laser and is a bit cheaper (-700 metal)
OptimusPrime: Balance: increased damage of EMP weapons (about 2x damage)
OptimusPrime: Balance: increased the energyuse per metal from all metalmakers (from 60 to 70 and from 50 to 60) 
OptimusPrime: Balance: Starburst, Arclight and Warspite are slower now (-0.5/ -0.3)
OptimusPrime: Changed: Ravagerturret now only targets big units
OptimusPrime: Changed: nanotowers cheaper (-400) and a bit less effective 420 (450)
OptimusPrime: Changed: Eclipse to old model with only one firepoint
OptimusPrime: Changed: Sounds from nailguns to machinegunsounds and some other soundfixes
OptimusPrime: Changed: Commander is now able to build metalstorage
OptimusPrime: Changed: all pictures of all buildings changed
OptimusPrime: Added: Gaspowerplant (buildable on geothermalspots)
OptimusPrime: Added: Mohomine works as a supermine (4-times higher metaloutput as the advanced mine)
OptimusPrime: Fixed: pakohit-sound was missing - now fixed
OptimusPrime: Credits: added the ppl who made FF for TA (as far as i know - message me if i missed someone) [see readme] 

FINAL FRONTIER "The Next Generation Of War" 1.04
========================================================
Fang: Changed: Big Battlestations now have 7 Turrets and dont fire through their shiphull
Fang: Changed: some smaller changes on a lot models (for example sledgehammer, eclipse or lvl 1 Coreturret)
OptimusPrime: Changed: sledgehammerweaponeffect to old laser style
OptimusPrime: Changed: now all cloaked and stealthed units are ONLY available at the Spylab
OptimusPrime: Balance: Nanotowers now have a shorter range 400 (550)
OptimusPrime: Balance: Repairdrones are more expensive now 200 (100) and have a higher workertime 40 (30)
OptimusPrime: Balance: some smaller changes (for example Eclipse more HP, warspite more expensive, sledgehammer HP reduced a bit, Metalion HP increased a bit) 
OptimusPrime: Fixed: Now its possible again to select the commander with pressing CTR + C

FINAL FRONTIER "The Next Generation Of War" 1.03
========================================================
Fang: Changed: completely retextured all models
Fang: Changed: almost all Turrets for Arm and Core have been remodeled
Fang: Changed: sledgehammer, and battleangel model, as well as the sledgehammer weapon graphic
Fang: Changed: Turrets are now only able to fire to special sides and not through the shiphull
Fang: Added: additional turrets and weapons on larger ships
Fang: Fixed: Longbow and Prowler reloadbug =D
OptimusPrime: Balance: rebalanced the new stuff (to much to write)
OptimusPrime: Balance: Commander now has a smaller area of effect
OptimusPrime: Balance: now there are 2 classes of Units: SMALL and BIG
OptimusPrime: Balance: a lot of Turrets now only target one class of Units (Flak, Big Plasma, Bolts and so on)
OptimusPrime: Balance: Radar Range increased across the board
OptimusPrime: Fixed: now all Units have correct explosions and selfexplosions 
OptimusPrime: Added: new Loadingscreen and deleted all the old ones
========================================================

Final Frontier 1.02
========================================================
OptimusPrime: Balance: Commander now produces 5 Metal (2.5) to make the start easier 
OptimusPrime: Balance: Heretic (Core lvl2 Frigate) is a bit more expensive now (+200)
OptimusPrime: Balance: Flakcannon 10% less damage
OptimusPrime: Balance: Solarpannels now produce only 100 Energy (120) and Resource Centre is a bit cheaper
OptimusPrime: Balance: Scouts stronger (more firepower)
OptimusPrime: Balance: Piledriver costs now more 51k (47k)
OptimusPrime: Balance: Deathhands primeweapon reloadtime now 1.5 (2.0)
OptimusPrime: Balance: Warhawk now costs less and has more HP 1100 (900)
OptimusPrime: Balance: Lvl 1 Antifrigates, Corvettes- turrets more expensive now 1400 (1000)
OptimusPrime: Performance: removed all unused movementclasses, so that the map will be loaded much faster (instead of calculating 33 pathcosts only 3 are calculated now)
OptimusPrime: Changed: Weaponbeameffect of the Acceleratorweapons

Unofficial Final 1.01
========================================================
OptimusPrime: hotfix of the slicerrange (sorry - must be a typing error so it had the range of 450 instead of 950)

Unofficial Final 1.0 
========================================================
OptimusPrime: Balance: made all Ionboltweapons stronger vs ODSs
OptimusPrime: Balance: Slicerlaser should now be better	
OptimusPrime: Balance: Commandcruiser now do less damage to Commandcruiser
OptimusPrime: Balance: Piledriver more expensive now (was to strong in comparison with 2 Broadsides)
OptimusPrime: Balance: metalmaker now costs a bit more (it was like there was no difference between building solars and metalmakers or mines) 
OptimusPrime: Added: Nanolathetowers to prevent mass constructionunit-spamming 
OptimusPrime: Removed: Repairdocks (they didnt functioned in Spring) 
OptimusPrime: Fixed: Deathhand now fires correctly out of its turrets :D YEEHAW!
========================================================

Unofficial Beta 0.97 
--------------------------------------------------------
OptimusPrime: Balance: Balance: Wildcat and Ironangel Damage reduced
OptimusPrime: Balance: ODSs speed decresed to 0.7 and 0.75 (from 8 and 0.85)
OptimusPrime: Balance: increased reloadtime of nearly all Fighters (they were in general to good)
OptimusPrime: Balance: Sledgehammer now available at lvl 1 (now core and arm have an antifighter at lvl 1)
OptimusPrime: Balance: Ionboltturrets now have very high Damage vs ODSs
OptimusPrime: Balance: Annihilatorweapon does now more Damage
OptimusPrime: Balance: ODSs are now slower and have different (not so good) weapons
OptimusPrime: Balance: EMP weapons do now more damage to ODSs
OptimusPrime: Balance: some smaller changes i dont remember

Unofficial Beta 0.96 
--------------------------------------------------------
OptimusPrime: Balance: ODS less HP
OptimusPrime: Balance: Lvl 1 Antiairturrets now stronger bur more expensive
OptimusPrime: Balance: Stealthbombers now more expensive but faster and stronger
OptimusPrime: Balance: Paralyser more damage
OptimusPrime: Balance: Morningstarweapon stronger
OptimusPrime: Balance: Antifighterrockets stronger
OptimusPrime: Balance: Wildcatweapon damage reduced
OptimusPrime: Balance: Piledriver higher breakspeed, so that now it should try to stay in range
OptimusPrime: Changed: Lance and Thunderlance now is on hovermovement  
OptimusPrime: Changed: Thunderlance and Arclight now have an Annihilator as primaryweapon :D
OptimusPrime: Changed: Lvl 1 Yards now a bit cheaper
OptimusPrime: Fixed: Prowler now fires only 16 Rockets and not 50 or more before it needs to reload
OptimusPrime: Added: 2 new Loadingscreens
OptimusPrime: some other fixes and (very small) changes i dont remember -.-

Unofficial Beta 0.95 
--------------------------------------------------------
OptimusPrime: Balance: Commanders produce more metal
OptimusPrime: Balance: some small changes like added accuracy to a lot of weapons
OptimusPrime: Fixed: Removed the Energyusebug of the Ressourcecenter
OptimusPrime: Fixed: Longbow is now only able to fire its rockets in front of it	
OptimusPrime: Removed: All Units without a function like Drivemoduls
OptimusPrime: Ressurectionships now work (they can now ressurect)
OptimusPrime: Changed: Laserweapons now have a longer beamtime
--------------------------------------------------------

Unofficial Beta 0.94 
--------------------------------------------------------
OptimusPrime: Balance: Armorclasses included (readme inside)
OptimusPrime: Removed the on/off ability of the ressourcecenter
--------------------------------------------------------

Unofficial Beta 0.93 
--------------------------------------------------------
OptimusPrime: Fixed ArmOrb and CorOrb Crashbug
OptimusPrime: Balance: Increased the LOS of most ships (about 10-50%)
OptimusPrime: Balance: Lonbow now only can fire in front of it with its rockets

Unofficial Beta 0.92 (special thx to Fang for his hints and help!)
--------------------------------------------------------
OptimusPrime: Fixed ArmOrb and CorOrb Errormessage at start
OptimusPrime: Balance: only small differences :D
OptimusPrime: Changed: Laserweapons look "better" now
OptimusPrime: Changed: nearly all Explosions look much better now (bigger)
OptimusPrime: Balance: Armorclasses included (will be used more in future versions)
OptimusPrime: Added two Loadingscreens (will be more in future)
OptimusPrime: Balance: all in all to much to write in detail
--------------------------------------------------------

Unofficial Beta 0.9
--------------------------------------------------------
OptimusPrime: Fixed Soundproblems. Now all Units/Buildings should have correct sounds
OptimusPrime: Balance: Startbuildings (Advanced Solarcollectors, Metalextractors) are cheaper now
OptimusPrime: Balance: nearly all HP values of all ships changed. Now all Ships (not fighters) have a Damagemodifier of 0.5 (before there was nearly for every unit a diff. one) 
OptimusPrime: Balance: Bombers are more expensive now and a bit slower
OptimusPrime: Balance: Some weapons changed
OptimusPrime: Balance: all in all to much to write in detail
--------------------------------------------------------


Unofficial Beta 0.8
--------------------------------------------------------

OptimusPrime: Fixed noweapon bug
OptimusPrime: Fixed Weaponbug with wrong Weapons (nearly all units werent able to shoot)
OptimusPrime: Fixed Longbowbug (Rocketmodel was missing, i added a standardmodel)
OptimusPrime: Fixed Armcomander wasnt fireing with the second turret
OptimusPrime: A lot balancechanges

v.13 Alpha
--------------------------------------------------------

Sorn:  Fixed xcorasp,corspylab,sport,armspylab,xarmasp object scripts.
Sorn:  Fixed some more stray heap problems.
Sorn:  Fixed some ship names.
Sorn:  ARM: Bearcat Heavy Attack Fighter did not attack ground targets. Fixed.
Sorn:  Added spreadsheet with unit names & object names.
Sorn:  Lowered amount of Smoke off the big battlestations.


v.12 Alpha
--------------------------------------------------------
Sorn:  Fixed corsport and corpfus object scripts.
Sorn:  Added OnOff0106,105 to textures.
Sorn:  Fixed some null textures on some ships.


v.11 Alpha
--------------------------------------------------------
Sorn:  Fixed a couple of stray TDF _heap problems
Sorn:  Copied ShipMetal0800 to ShipMetal800 for texture

v.10 Alpha
--------------------------------------------------------
Sorn:  Testing shows majority of problems fixed - This is a milestone for the MOD, and since FU messed up the upload
	a new version was warranted. 8)

v.08 Alpha
--------------------------------------------------------
Sorn:  Fixed problems with the script files not matching up to the model for Victory and Archon Communication Ships.

v.07 Alpha
--------------------------------------------------------
Sorn:  Fixed more _dead & _heap problems.
Sorn:  Fixed up a few more ship FBI's
Sorn:  Fixed buildings that were causing crashes
Sorn:  Linked modinfo dependancies properly

v.06 Alpha
--------------------------------------------------------
Sorn: Fixed fireangel.3do (Piledrive Planet Killer) object. Black Base
Sorn: Fixed some more FBI's that had stray tags not required of that unit
Sorn: Various base structures didnt have proper _dead & _heap TDFs associated causing crashing. Fixed

v.05 Alpha
--------------------------------------------------------
Sorn: Compressed oldgafs directory with 7-zip to minimize bandwidth.  File is oldgafs.7z
Sorn: Cleaned up all the unit FBI files.
Mother: Provided a .ufo texture for 3dobuilder.  File is /3dobuilder/tafftex.ufo

v.04 Alpha
--------------------------------------------------------
Sorn: Fixed armrss.fbi Was acting like a scooter instead of a flying spaceship. 
Sorn: Fixed Arm Mex, now shows a corpse and a heap.
Sorn: Fixed texture problems on Arm side.
Special thanks to Mother for helping test and find some of these problems.

v.03 Alpha
--------------------------------------------------------
Sorn: Cleaned up Mod file, smaller now - better organised. Gafs from the original are in the oldgafs folder.
Sorn: Fixed wildcat.3do (Star Fighter) model - unaligned objects - visible objects that shouldnt be there
Sorn: Fixed repulse.3do (Exeter Heavy Cruiser) model - Black Base
Sorn: Fixed armrss.3do (Salvage Corvette) model - Black Base - Thanks to Zaphods face deletion tool!

v.02 Alpha
--------------------------------------------------------
Hrmph: Moved mod into switchable format for Spring due to popular demand


v.01 Alpha
--------------------------------------------------------
Hrmph: Imported TA mod Final Frontier and got it to work