This cannot be used in multiplayer with people who don't have it. The changes in TA Bugfix changes the game, resulting in literally 1,000's of compatibility conflicts with original v3.1 TA. If it COULD be made to work, it could be considered cheating -- because oftentimes your units would work while your opponent's wouldn't!
TA Bugfix cannot be used with a BY install of TA even in skimish! (Neither does almost any 3rd party unit, mod, or even some maps!)
--------

Because of the modified install, the v1.4 zip is now only 1.2 megs zipped and 1.5 megs unzipped. v1.3 was nearly a 6 meg install by comparision!

New changes from v1.3 to v1.4:

AI fixes:
--------
Map OTA               Did use    Now uses
-------               -------    --------
Ring Atoll            Default    Hover

Weapon ID Number Changes:
------------------------
  Weapon                               Area of    Cost          Reload
ID   Name                 Range Damage Effect Metal Energy Path  Time
----------------------------------------------------------------------
30   AMD_ROCKET           32000   500      96  200 10000     L 120
117  ARMSCAB_WEAPON       27000   500      96  200 10000     L 120		* -- see NOTE #1

32   FMD_ROCKET           32000   500      96  200 10000     L 120
118  CORMABM_WEAPON       22000   500      96  200 10000     L 120		* -- see NOTE #1

157  ARMFARK_WEAPON         320   112      48    -     -     B   1.8  unused!	*

The * (asterick) shows the weapon id #'s that have been freed up with the removal of that weapon.

This patch frees up 32 weapons id #'s.
These are the weapon ID#'s removed in numerical order:
7,8,19,23,38,51,76,78,79,82,95,96,97,98,114,115,117,118,143,145,148,152,157,158,159,162,164,178,179,180,193,194
7,8,19,143,157,158,162,164 are never used even in the original game!

All of Cavedog's units use 197 weapon id #'s BEFORE this patch. (counting unused weapons id's in the game.)
All of Cavedog's units use 165 weapon id #'s AFTER  this patch.

NOTE #1:
Although the 4 antinuke weapons have VASTLY different maximum ranges, ALL the antinukes WILL shoot down nukes fired into their protected zone from beyond their maximum range. The only thing the antinuke weapon range changes is how soon the antinukes fire after the nuke is fired. The shortest-ranged antinuke weapon, CORMABM_WEAPON (Core Hedgehog's weapon) has a weapon range of 22,000 pixels -- even this could cross from one side to the other of a 40 x 40 map. (The largest non-3rd party map in TA is only 40 x 40!) Since the ranges all correspond to an incredibly huge distance, and because any of the antinuke weapons WILL shoot down nukes fired from beyond their max range, I have removed ARMSCAB_WEAPON and CORMABM_WEAPON and used the original antinuke weapons (AMD_ROCKET and FMD_ROCKET) instead on the mobile antinuke vehicles.

New control options!
-------------------
These new CTRL hotkey shortcuts are designed to eliminate some of the micromanagement in controlling all your units:

CTRL+L - Laser towers + other fixed defenses (but not AA towers!)
CTRL+Q - AA towers (Missile Towers, Flakkers, Naval Missile Towers)
CTRL+T - Torpedo Launchers (fixed versions only)
CTRL+X - superweapons such as antinukes, nuke silos, and berthas (LRPC's)

NOTE: Minelayers, Arm FARK, and Core Necro are selectable with CTRL+B.

The "X" key is now a hotkey shortcut for nuke silos and antinuke silos build menus. It will repeat the last mouse build command for that silo - to either build 1 missile or to remove 1 missile from the build que. It can be used with the shift key to build/remove 5 missiles at a time - hold down shift+"X" to queue up many missiles quickly.

The Arm Annihilator and Core Doomsday Machine now have an On/Off switch. When set to "Off", the turrets act as normal - opening as neccessary when an enemy comes into range. When set to "On", the turret remains in an always open state. Changing from "On" to "Off" causes the turret to immediately begin its close-up sequence regardless of what the turret is doing. The turrets need to be set to "HOLD FIRE" to remain closed and "OFF".

Also added to the Core Doomsday Machine is the "D-Gun" option. This does NOT fire a D-gun but instead fires the Core Doomsday Machine's 3rd weapon -- its red (LLT) laser. By using "Attack" in combination with the "D" key (using shift), the DDM can fire at multiple targets at once using different weapons on each.

The Core Krogoth also has the "D-Gun" option to fire its 3rd weapon, its arm-mounted Gauss Guns. When "Attack" is used in conjuction with the "D-Gun" option (via the shift key), the Krogoth will fire all its weapons at once -- possibly even at different targets! When using "Attack" alone, the Krogoth will only try to get within range of its head-mounted Blue Laser (700 pixel range) from the target.

The Krogoth can now be selected to built in the Krogoth Gantry using the "K" key when the Gantry is selected and the Krogoth is showing on the menu. Page 3 of the Krogoth Gantry also has a LARGE Krogoth build pic. It is linked to the normal Krogoth build pic on page 2, so clicking on one is the same as clicking on the other.

The Nuclear missile silos and antinuke silos (even the mobile ones) now use the BIG nuke pictures.

COB script file changes:
-----------------------
Both sides' Construction Kbots (both Basic and Advanced), Core Necro, and Arm FARK should almost never have guarding and building problems now.

The Core Viper pop-up HLT had a scripting error that caused it to not leave a corpse, this has been corrected. The corpse metal value has also been reduced to less than the metal cost of the Viper.

The Arm Wind Generator's blades have now been changed to spin in opposite direction from the originals. This better matches the wind direction as seen by which way smoke blows.

The Arm Jethro, Arm Pelican, Arm Phalanx, Arm Samson, Core Copperhead, and Core Slasher have modified unit COB scripts to make them less likely to ignore enemy aicraft flying past them.

Almost all Hovercraft have modified unit COB scripts, so they won't leave blocking wreckage in the water. Instead, they will leave passable wreckage. While on land, they can still leave blocking wreckage. SOME of the hovercraft scripts also have corrected explosions.

Arm Stunner EMP silo and Core Nuke silo both have a COB script modification to prevent the problem the ai has when using this silo. Previously when the ai used these launchers, conditions could occur which caused the missile to explode inside the silo instead of launching!

If I included a COB file in TA Bugfix, it definitely makes some changes over the original -- with the exceptions of the 6 extra Cavedog units, their COBs were needed to work.

Core Necro changes:
------------------
Changes made from the original Necro:
1.Name change from "Ressurrection Kbot" to "Necro".
2.Added builddistance=30; to the necro.tdf file, so it doesn't have to be touching units and wreckage to repair them.
3.Removed bogus attack button information in the necro.tdf file.
4.Fixed necro's unit script so that the guard factory bug (where the necro gets "STUCK" repairing units built by the plant even after they've left the plant) happens less frequently. (Total elimination of this bug is nearly impossible though, because what triggers the bug seems to be the interaction of many scripts at once: factory, necro, and unit being built.) This bug *ALSO* affects any repetitious nanolathe animations, even back-to-back ressurrections that don't require movement.

Why I made these changes to the Necro:

1.The Necro, which was obviously found and released as it, has the bug of not even being called the Necro.
2.The Necro could not reliably repair units because of a missing "builddistance=###;" in its cornecro.fbi file. Any number between 20 and 100 could be used for builddistance, but I chose 30 after talking with Boneyards sysops about how the Core Necro affects game balance. If I gave it a value of 60, like the Arm FARK, it could be abused by making it possible to guard a single adv. air plant with 10 or more Necros!
3.And to further confuse matters, the Necro has bogus attack information in its cornecro.fbi file!
4.The Core Necro has the same build/assist scripting problems as the Core Adv. C-Kbot -- which means other than the Decoy Commander (which is a very weak construction unit) Core does not have a reliable construction unit that is built by its Advanced K-Bot lab.

The results of these changes:

With a too-large builddistance, the Necro would be able to do everything the Arm FARK could AND ressurrect units as well! I tried to avoid this by making the Necro's builddistance tiny -- even shorter than most Level 1 construction units (which normally have a builddistance of 40.)

Core's Necro is still only a so-so Arm FARK counter. Although it costs less metal than the FARK, it costs 3 times as much energy, is built 40% slower, has far less armor (paper thin, in fact), doesn't make any resources (the FARK makes +0.5m/s and +17e/s), would assist factories at a slower rate than the FARK, cannot be used to MASS-assist a single factory like the FARK can, and has a considerably slower top speed. But at least with this fix, it can ressurect and repair correctly unlike the original. And if you don't have any wreckage around to rez, it can even reclaim rocks and trees (while on Patrol) and repair already-living units (while on Patrol or ordered to repair) -- which is something it previously had great trouble doing! Only 1-3 Necros can get close enough to a single factory to assist in building mobile units, and then they often block the factory's exit. After all these changes, the Necro goes from being a micromanagement pain to use (because it was always failing to complete orders and would sit idle) to easy and FUN to use. This gives Core a workable but LESSER counter for the Arm FARK. (in my opinion)

Antinuke silo changes:
---------------------
Originally, if the Core Antinuke silo (CORFMD) is ever nuke-flooded -- and the silo survives -- the silo locks up and refuses to ever fire at nuke missiles again even if it has missiles in it.

BEFORE my changes, ALL antinuke silos can temporarily overload and quit firing if 5 or more nukes are fired at them at once. (This is what "nuke-flooded" means.) Once ALL nukes have impacted or are shot down, they might resume firing. The antinuke's animation scripts cannot keep up with how fast the antinuke fires, causing the antinuke to refuse to fire until there are no more incoming nukes  and resets its variables. A "workaround" for the problem is to put the antinuke on hold fire, resetting its script, then back on fire at will -- which should cause it to resume firing.

To get the antinuke silo's animations to match their actions, I had to slow down their rate-of-fire slightly and both speed up and simplify their animations, especially for Arm's antinuke.

Arm's antinuke silo's rotary launcher was much too slow for the rate-of-fire needed in the event of a nuke-flood, and did not match its apparent rate-of-fire. Originally, it ignored the position of the rotary launcher and fired multiple antinukes almost instantaneously, while the rotary launcher would continue to rotate erratically -- sometimes even reversing direction! Now, Arm's antinuke silo loads 3 antinuke missiles on 3 separate launch rails (in a triangular configuration) and has to close and rearm after every 3 shots. It does this quickly enough to seldom cause problems.

Core's antinuke silo has to close and rearm after EVERY shot, but it rearms faster than Arm's antinuke silo so both should be balanced yet still retain originality.

The mobile antinukes needed only a firerate reduction to remove most of their problems.

After all the antinuke changes, the fixed antinuke silos can fire slightly quicker than their mobile counterparts. This should make fixed antinukes worthwhile versis their mobile counterparts which cost the same.

Landmines Changes:
-----------------
Both side's Nuclear Mines can now be built underwater. However, since the minelayers can drive only into shallow water, a naval construction unit is required to build them in deep water. So, Nuclear Mines have been added to the Advanced Construction Sub's build menu. (Page 3, position 5) This should be useful as a naval defense against Fibbed subs and Leviathans, which previously lacked good counters. Nuclear Mines have a tiny LOS radius, no sonar, damage both friendly and enemy units, are one-shots, and cost a considerable amount of resources -- making this change difficult to abuse.

LRPC Changes:
------------
All the LRPC's (Arm Big Bertha, Arm Vulcan, Core Buzzsaw, Core Intimidator) have been modified so the direction they point when built isn't always straight down. Now, they can be pointed to the left, down, or to the right. I tried making them so they could point up also, but something caused them to be unable to fire when they were built facing up.

I added an On/Off switch to the Arm Vulcan. Consider it a single-shot/full auto fire switch. While On, the Vulcan fires at its normal superfast drain-your-energy-dry rate. While Off, the Vulcan fires at the same rate as an Arm Bertha -- making it likely to be mistaken as one by its rate-of-fire and its sound. It also doesn't require 8+ fusions to sustain fire when firing while Off.

The Core Buzzsaw doesn't get this On/Off feature because I couldn't get its unit script to work with it. Plus, it costs almost 10,000 metal cheaper than the Arm Vulcan so it's "balanced" not for it to get this minor ability.

Bugfix for ALL Hovercraft:
-------------------------
(This idea was taken straight from BSR's UH.)
Hovercraft leave passabled debris when destroyed on the water. (That is IF they leave debris!) The debris created is also left on land IF the hovercraft is badly destroyed. The debris is roughly half as valuable and half as tough as the "shell" wreckage is.
Arm Anaconda's corpse has been increased in value from 105metal to 205metal -- this is a probable typo, because Core's equivalent hovercraft, the Core Snapper, has a corpse value of 224metal! Normally, corpses are worth roughly 60-80% the metal value of the unit it came from -- but this corpse originally was only worth 38.6% the value of the original Arm Anaconda.

This required a new COB script for every hovercraft in TA, as well as changes to the 4 corpse files.

Arm Fibber changes:
------------------
Not much else can be done about the Arm Fibber, it's just one unfair unit because of the way sonar jamming works. Sonar jamming gives the equivalent to underwater cloaking on ALL units within the jamming radius, and in the case of the Fibber this costs NO energy! (Even mincloakdistance=100; does not negate this cloaking-like effect.) The ONLY change done to the Arm Fibber is if the Fibber somehow takes damage, its sonar jamming effect is temporarily disabled for about 5 seconds. This is no different than a radar that turns off briefly when hit, and should help slightly in "Fibber war" games.

Cruiser and Destroyer Changes:
-----------------------------
On ALL ships with Depth-Charge, (This is the Arm and Core Cruisers and Destroyers -- 4 ships in all) the depth-charge weapon has been moved from weapon 2 to weapon 3. This will allow these ships to hold position and fire their guns at range when told to attack a distant target, without them attempting to move within depth-charge range. The depth-charge will still automatically shoot at subs in range, but can also be manually targetted at legitimate targets. Unfortunately, Fire at Will *AND* +shootall has to be activated before they will shoot at weaponless underwater buildings. This is how it's always been, so there's no real change except Destroyers and Cruisers will no longer "charge" the shore trying to get in depth-charge range of inland targets.

Missile Frigate Changes:
-----------------------
These units have less than 1/3 the armor of the cheaper cruisers made by the same factory, yet prove less useful in almost every case. The only semi-useful task they can perform is base bombardment, but because they are terribly slow, unmanueverable, and poorly armored the only base they're likely to bombard is your own when they attempt to shoot down enemy aircraft with their heavy rockets.

To combat the lack of armor, I did not change the ship's armor stat but rather looked at the ship's design. Because the heavy rocket launcher occupies about 1/2 the ship's length, I gave the missile frigates a 1/2 damage modifier when it is closed and not exposing the ship's innards and live heavy rockets on the launcher. This makes them just over half as tough as a cruiser when closed.

To combat the friendly fire problems caused by the heavy rockets, I added an On/Off switch to these ships which controls whether or not the heavy rockets will fire. On Core's Missile Frigate, this also has the unfortunate effect of turning off its radar, so I made the radar quit spinning while off as well. While set to the "Off" state, the missile frigates will still fire their AA missiles at enemies if any are in range.

Weapons Changes:
---------------
COMMANDER_BLAST has been altered to be a nuclear missile weapon that has a 5 minute buildtime with a massive cost - 2x the metal and 3x the energy as the regular nuke weapon. This will have NO effect on the game, but allows for the design of 3rd party units with this "new" oddball weapon.
CRAWL_BLAST has been altered to be a medium-ranged mini nuclear missile weapon with a cost slightly greater than the Arm Stunner missile weapon. This will have NO effect on the game, but allows for the design of 3rd party units with this "new" oddball weapon.
ARM_DISINTEGRATOR will no longer start fires (firestarter=0: ) -- the D-gun should destroy trees, not burn them!
Both the COMMANDER_BLAST and the CRAWL_BLAST have been set so they will destroy trees (firestarter=0: ) instead of setting them on fire. This will make the Crawling Bombs good for clearing trees -- and almost nothing should survive a commander explosion!

7 explosion weapons have been turned into true weapons:

  Weapon                               Area of    Cost          Reload
ID   Name                 Range Damage Effect Metal Energy Path  Time
----------------------------------------------------------------------	Special note	Used by:
BEFORE:
37   CORMINE3(M-303)        480   700(45) 160    -     -     B   3.6  10% edge effect	Core Mine #3
110  MEDIUM_UNIT            480   250      95    -     -     B   3.6				Medium Unit self-d
185  ARMMINE2(Area)         480   600(30) 200    -     -     B   3.6   5% edge effect	Arm Mine #2
204  SMALL_UNIT             480   200      75    -     -     B   3.6				Small Unit self-d
207  MEDIUM_BUILDINGEX      480   100     105    -     -     B   3.6				Medium Building explosion
213  COMMANDER_BLAST        380  9999     950    -     -     B   3.6  75% edge effect	Commander explosion
214  CRAWL_BLAST            480  2500     556    -     -     B   3.6				Crawling Bomb self-d

AFTER:
37   CORMINE3(M-303)        780   700(45) 160    -     -     L   6.48 10% edge effect	TAWF010b_weapon
110  MEDIUM_UNIT           2400   250      95    -     -     L   2				Dragon
185  ARMMINE2(Area)        2100   600(30) 200    -     -     L  10     5% edge effect	ADVSAM
204  SMALL_UNIT             850   200      75    -     -     B   2.8				ARM_MORTAR
207  MEDIUM_BUILDINGEX      600   100     105    -     -     L   1				dart
213  COMMANDER_BLAST      32700  9999     950 6000 600000    V 300    75% edge effect	Super-nuke?
214  CRAWL_BLAST           4000  2500     556 1300  52000    V 130		Medium-range Mini-nukes?
(V= Vertical Launch)

These weapons will still retain their original ability as explosions, but can also be used as weapons on 3rd party units.

ADDED 3do and sound files:

[ARM_MORTAR]
	model=mortarshell;
	soundstart=Mortar1;
[Dragon]
	model=Dragon_miss;

[ADVSAM]
	model=ADVSAM;
	soundstart=launch;

[dart]
	model=dart;

[TAWF010b_weapon]
	model=rpack;
	soundstart=shoot;
[CRAWL_BLAST]
	model=advmiss;

After I add the appropriate sounds and 3do files to TA Bugfix, everything needed to use these weapons has been included.

Admittedly, it may seem a little strange for a unit to fire SMALL_UNIT, MEDIUM_UNIT, MEDIUM_BUILDINGEX, ARMMINE2, or CORMINE3. But confusion is the price to pay for saving 7 weapons id's.

The 7 weapons conversions plus extra 3do and sound files adds less than 100kb to the total filesize.

Corpse Changes:
--------------
FIXED: The Core Viper will now leave a corpse worth slightly less metal than it costs to build.

FIXED: The Arm Retaliator nuke silo's corpse was worth almost 2,000 more metal than it cost to build the silo. This has been change to about 800 metal -- roughly the same value as Core's nuke silo's corpse.

FIXED: The Arm Seer (ARMSEER) and the Core Informer (CORVRAD) used the same corpse as the Arm Jammer, this has been changed to ARMSEER's corpse and CORVRAD's corpse, respectfully.

Unit Footprints, Corpses, and Heaps have been changed so that they are the same size, what few units this affects have had their corpses reduced by a small amount. The only effect this may have on the game is slightly more corpses can be packed into an area without overlap -- meaning that a few extra corpses will be left behind after a battle that would otherwise have been covered up and unreclaimable. (This makes the Core Necro and Arm FARK more useful for when they go on ressurrection and reclaim patrols!)

Build Menu Changes:
------------------
Both Arm and Core's AWACs (Arm Eagle and Core Vulture) have been moved from page 3, position 0 of the Adv. Air Plant to page 2, position 5. This puts ALL Cavedog advanced aircraft on one build menu.

The Arm Panther has been moved from page 4, position 0 of the Arm Adv. Vehicle plant to page 3, position 5. Previously, it was needlessly on a menu page by itself.

Nuclear Mines (which can now be built underwater) have been added to the Advanced Construction Sub build menu. (Page 3, position 5)

The Seaplane Platform is now buildable on the Advanced Construction Aircraft build menu at Page 4, position 4. (This is the same build position used by the Core Advanced Construction Kbot to build the Krogoth Gantry, another Level 3 factory.) Because the Seaplane Platform is an advanced factory that builds aircraft, some type of construction aircraft should be able to build it. (This follows the general build rule that advanced factories are built by less-advanced construction units of the same type.) Since the Seaplane Platform is a Level 3 factory, the Advanced Construction Aircraft (a Level 2 unit) should build it because the Advanced Construction Aircraft is the only construction aircraft capable of building Level 3 buildings.

Unit Changes:
------------
The Core Ressurrection Kbot has been renammed "Necro".

Both the downloadable=1; and the ovradjust=1; lines have been removed from *EVERY* Cavedog unit in TA -- they do nothing so have no effect on the game except possibly slowing it down a bit.

Land-based metal maker corpses have been made worth 1 metal so c-units on patrol will automatically reclaim them if low on metal -- previously, their wreckage would block passage but would never be automatically reclaimed. 1 metal is a neglegible amount and not exploitable as a cheat because the energy to metal conversion ratio of this "cheat" is nearly 700e to 1m! (Over 10 times worse than using an equivalent amount of energy to power metal makers.)

Arm's Moho Metal Maker (ARMMMKR) and Core's Moho Metal Maker (CORMMKR) uses:
ExplodeAs=BIG_BUILDINGEX;
SelfDestructAs=BIG_BUILDING;

But both are nonexistant weapons and do no damage to nearby units when they die.
(Because these units have nonexistant weapons for their explosions, a weapon of the same name could be created and used to cheat!)
This has been changed to:
ExplodeAs=BIG_UNITEX;
SelfDestructAs=BIG_UNIT;

Individual unit _gadget.gaf build menu picture files have been added to the Amins directory for many units that lacked them.
Cursor.gaf in the Amins directory now have a better unload animation. (Thank BSR for this one!)
Help menu pictures (gotten by pressing F1 while the cursor is on them) have been added to the Arm Scorpion, the Core Sea Serpent, and the Core Hydration Plant.

Fire Standing Orders and Fire Moving Orders for mobile units have been changed so most mobile units are set to Fire at Will MOST of the time.

GAMEDATA dir (in REV31.GP3) file changes:
----------------------------------------
Help.TDF is the help file viewed from inside the game. Some of the new commands added are now listed in the help menu. Page 3's last line should tell if TA Bugfix is installed or not.

Meteor.tdf (in the Gamedata dir, NOT in the weapons dir) has been replaced with modified meteor file. This is the data used when the +METEOR cheat is used in skirmish. It will now affect a larger area for a longer period of time, but with a lower-density meteor rain.