Total Annihilation Zero (Alpha 3 - January 23, 2012)

http://zero.tauniverse.com

---------- Installation --------------------------------------

Because of the comprehensive instructions and convenient download links, it is recommended to follow the detailed installation guide available at:
http://zero.tauniverse.com/installation/

Basic installation instructions:

1. Install Total Annihilation. If you have the GOG.com or Impulse versions, skip to step 6. If you have the CD version, continue to step 2.

2. (Optional) Relaunch the installer and do the Multiplayer Spawn. If you don't do this, maps from Total Annihilation will not be available unless you have the disc inserted.

3. (Optional) Install the expansion packs. The expansions are not required to play TA Zero but if you don't install them the new maps will not be available.
[Note: The expansion installers do not work on 64-bit versions of Windows, but you can install them manually by copying the contents of the CC subfolder (for TA:CC) and BT subfolder (for TA:BT) from the respective disc to the game folder]

4. Download and install the TA 3.1c Patch.

5. (Optional) Download and install the TA NoCD Music Patch (allows music to play without the disc).

6. (Optional) Download and install the TA Sound Fix (fixes sound cutoffs while playing).
 
7. Extract the TA Zero files to the Total Annihilation game folder OR a new copy of the game folder (it is recommended to install every mod to its own copy of the game folder to prevent conflicts and leave the original game unmodified).
 
8. Launch TA Zero (mp3).exe to play if you installed the GOG.com or Impulse versions or if you installed the CD version and applied the NoCD Music Patch, otherwise use TA Zero.exe.
 
9. You must set your in-game resolution to 1024768 or higher.

---------- Game Information ----------------------------------

TA Zero is a comprehensive mod that completely changes Total Annihilation. Arm and Core are redesigned from the ground up and a third race, the Guardians of Kadesh (GoK), is added. Feature lists and unit guides are available on our website. As of this release, all Tier 1 units are available. Higher tiers will be available in upcoming versions.

To learn more about the mod, visit our website:
http://zero.tauniverse.com

To asks questions or discuss the mod, visit our forum:
http://www.tauniverse.com/forum/forumdisplay.php?f=161

---------- Some Noteworthy Gameplay Features -----------------

- All factories have directable build plates. Press the Direct button or "D" key and click on the map in the direction you want to point the build plate towards. You must do this when the factory is not building anything. After you set an exit direction, it is useful to set a Move waypoint in the same direction to ensure units exit smoothly.

- It is not necessary to enable +shootall while playing TA Zero because, unlike original TA, units shoot at buildings by default. It is, however, recommended that you enable +switchalt so that you can select your unit squads (set via CTRL+1-9) by simply pressing 1-9 instead of ALT+1-9. You only need to do this once.

- Factions and units in TA Zero are very different than in Total Annihilation. Read the unit guides on the website to familiarize yourself with the capabilities and features of the units.

- Many keyboard and mouse controls in TA Zero are different than in Total Annihilation and new controls have been added. Here is the full list (note that you can view most of these in-game at any time by pressing TAB and then pressing the Help button):

CTRL+A - select all units
CTRL+C - select commander
CTRL+B - cycle through idle construction units
CTRL+F - cycle through idle factories
CTRL+D - self-destruct selected units
CTRL+S - select all units with weapons currently on screen
CTRL+Z - select all units of the same type as selected unit

CTRL+G - select mobile ground units
CTRL+L - select frontline mobile ground units
CTRL+O - select supporting mobile ground units
CTRL+I - select amphibious mobile ground units
CTRL+K - select kbots
CTRL+T - select vehicles
CTRL+H - select hovercraft

CTRL+V - select mobile air units
CTRL+Y - select fighters
CTRL+M - select bombers
CTRL+P - select gunships

CTRL+W - select mobile water units
CTRL+N - select mobile surface water units
CTRL+U - select mobile underwater units

CTRL+X - select mobile experimental units

CTRL+Q - select structures with long-ranged weapons

CTRL+R - select units with radar or sonar
CTRL+J - select units with radar jamming or sonar jamming

CTRL+1-9 - assign squads
ALT+1-9 - select squads (default)
1-9 - select squads (type +switchalt into chat box to enable)

LEFTCLICK on mobile unit build button - order 1 unit at a time
RIGHTCLICK on mobile unit build button - cancel 1 unit at a time
SHIFT+LEFTCLICK on mobile unit build button - order 5 units at a time
CTRL+SHIFT+LEFTCLICK on mobile unit build button - order 100 units at a time
SHIFT+RIGHTCLICK on mobile unit build button - cancel 5 units at a time
CTRL+SHIFT+RIGHTCLICK on mobile unit build button - cancel 100 units at a time

SHIFT - hold down to queue multiple commands

M - move
A - attack
D - use special weapon or ability
R - repair
E - reclaim
C - capture
K - cloak
G - guard
P - patrol
S - stop
F - toggle fire orders
V - toggle move orders

T - lock camera to selected unit (can cycle through if multiple units selected)

CLICK on unit - select unit
DOUBLECLICK on unit - select all units of the same type currently on screen
DRAGCLICK on map - select all units within the selection box
W - hold while dragging a selection box to only select mobile units with weapons
B - hold while dragging a selection box to only select construction units
Y - hold while dragging a selection box to only select factories
X - hold and drag-click mouse to build in a line or hold and click on existing unit to surround, in either case adjust spacing with mouse wheel

F1 - display unit information (point mouse over unit or build button first)
F2 - display options menu
F3 - select the unit that last reported
F4 - display kills and losses for all players
F12 - clear notifications

CTRL+F9 or PrintScreen - screen capture (screenshots saved in game folder as .pcx files)

~ (tilde) - toggle damage bars

+ (plus) - increase game speed
- (minus) - decrease game speed

ENTER - send chat messages
SPACEBAR - display game status information
PAUSE - pause game
TAB - display game menu

---------- Changelog -----------------------------------------

Alpha 3 (1/23/2012)

New Features and Major Changes:
-Mod's name changed to TA Zero.
-Exc31.gp3 file replaced by TAZ31.gp3. New TA Zero.exe does not read the old file.
-Xpoy's updated ddraw.dll included in mod files.
-Almost all explosion animations remade and several completely new ones added.
-Naval units for all factions are now available.
-Arm Hammer artillery turret and GoK Domina support hovercraft are now available.
-All metal fabricators removed.
-Arm Longbow name changed to Watchtower.
-All turrets now show their weapon coverage umbrella on minimap when selected. Anti-air turrets show their range versus aerial targets.
-Factory build plates now snap to closest valid exit direction when changed.
-Apart from factories, all structures that produce, store or consume resources now have the amounts specified in their unit descriptions.
-Almost all Arm and some Core and GoK build menu images remade.
-Many weapon projectile models improved or remade.
-All units now emit plenty of sooty giblets when destroyed.
-All aircraft models now include wrecked versions of their hull objects that are used for unit destruction.
-Destroyed nanoframes of unfinished units now just disappear without any kind of explosion.
-Many large units now have partially randomized explosion effects.
-All hovercraft now have oscillating hovering animation.
-Units' OK acknowledgement and factory nanolathe start sounds are now disabled. They were annoying.
-Panel cheat commands +ai and +control # are now enabled in skirmish games.
-Double-click a unit to select all units of the same type currently on screen.
-Hold W while dragging a selection box to only select units with weapons.
-Hold B while dragging a selection box to only select construction units.
-Hold Y while dragging a selection box to only select factories.
-CTRL+S now selects all units with weapons that are currently on screen instead of all units that are currently on-screen.
-The PrintScreen keyboard button can now be used to save screenshots in addition to CTRL+F9.
-Screenshot naming scheme changed.
-New marker graphic for increased highlighting effect.
-When watching an online game as a spectator, you can see other players' resource bars, similar to watching a recorded game.
-When watching an online game or a recorded game, you can change to another player's view by double-clicking their resource bar. When in another player's view, you can lock on to their camera position by double-clicking their resource bar again. To unlock from their camera position, double-click their resource bar again or click "Back to my view".
-Selected spawn location is now shown with arrows when using .cmdwarp in online game.
-AI minimum attack group sizes adjusted.
-AI can now build cheat units with all cons, not just with the commander.
-AI now has cheat versions of naval resource structures.
-AI cheat energy production structures' metal production reduced to 6 from 10. This makes easy AI difficulty much easier to beat.
-AI cheat mex metal production reduced to 9 from 10.

Technical Fixes:
-Pressing Alt+TAB to minimize no longer causes crashes.
-All unit scripts optimized and cleaned up.
-Anti-air missile units no longer jam their primary weapon after firing at an aircraft while left uncontrolled.
-All UW metal extractors now have their max slope increased to 20 from 10.
-Core factories now have direct button showing correctly again.
-Core Tracker faulty CTRL_H category fixed to be CTRL_T instead.
-Core Pathfinder can no longer be cheated with by selecting many of them to get default GUI with on/off button visible and setting their radar and radar jamming on while moving.
-Core Pathfinder can no longer fire its mobile and stationary weapons instantly one after another when stopping or starting to move.
-Core Commander laser cannon is no longer visible before teleportation animation finishes.
-GoK Guardian ion blaster bad target category changed to NLIT from ALL. It will no longer switch target all the time.
-GoK Faerie CTRL_L category removed.
-Arm Corsair and GoK Dirgesinger can no longer drop bombs while flying at low speed.
-Core Tidal Generator, GoK Floating Solar Panel and GoK Shield Node explosions fixed.
-Category and height of wreckage of several units fixed.
-Sweet spots of all units are now set to separate objects which are located systematically around the top of units' hull.
-GoK Aero Platform and Terra Platform sweet spots moved to north tower.
-GoK Terra Platform list of pieces in script fixed.
-Barrel rolls of all aircraft now work again.
-All hovercraft are now untransportable.
-Commander corpse will no longer be destroyed by another commander's explosion.
-Glitches in Core and GoK GUI graphics fixed.
-Glitches in frontend background image fixed.

General Unit and Gameplay Adjustments:
-All common metal spot map features changed to have metal value of 254 and metal extractor rates changed to 0.001307 from 0.0015. Mexes now always produce 3 metal per second when built on metal.
-All metal extractors' costs increased to M:200 E:160 BT:3000 (E:200 for UW versions), but the rate at which they are built is doubled and their max damage is 50% higher.
-Arm and Core metal extractor models scaled down by and 0.925 and GoK metal extractor models scaled down by 0.9.
-Energy values of all common reclaimable biomass adjusted.
-All hovercraft and amphibious ground units now have sonar range of 200 at minimum.
-All construction units now get kills and veterancy for reclaiming enemy units.
-Base objects of smallest kbots enlarged in order to make them easier to select or target.
-Movement class Walker2S removed. Arm Settler, Core Pathfinder and GoK Disciple now use Walker2A instead and thus no longer have superior ability to climb steep surfaces.
-General minor cost decrease for most Arm and Core mobile combat units. GoK units got some upgrades (or less nerfing) instead and all PDTs got higher max damage to compensate.
-GoK void shield minimum damage per hit increased to 5 from 4.
-All railgun, laser, EMG and ion blaster weapon projectile speeds set to 900, 850, 800 and 750 respectively.
-Weapon reload times of all anti air missile units reduced significantly. Since most aircraft got higher max damage this mostly just increases missile unit firepower against ground units.
-Turret turnrates of many heavier ground units improved.
-Weapon tolerances set to 2000 at minimum, with exceptions of 1000 in case of artillery units and 3000 in case of light skirmish units.
-Torpedos and depth charges now do reduced damage to hovercraft.
-Energy production of all basic construction units reduced to 1 from 2.
-Commander explosion damage versus buildings reduced depending on building type.
-Minor changes to the rules of special weapon attributes.
-All light units now have higher severity limits for blasting them to rubble.

Individual Unit Adjustments:
-Arm Commander max damage reduced to 3500 from 4500.
-Arm Commander EMG guidance removed.
-Arm Marine model scaled up by 1.075.
-Arm Marine cost increased to M:24 E:32 BT:1800 from M:18 E:24 BT:1350.
-Arm Marine max damage increased to 75 from 50.
-Arm Marine now takes reduced damage from many large AoE weapons and death explosions of small units.
-Arm Marine EMG reload time reduced to 1 from 1.5. Note that changes to rules of rapid fire weapons reduced Marine EMG damage against almost all targets.
-Arm Marine EMG range increased to 400 from 375.
-Arm Marine EMG spray angle reduced to 500 from 1000.
-Arm Harasser missile guidance increased to 10000 from 7500.
-Arm Harasser missile base damage increased to 20 from 18. Note that Harasser cost was not reduced.
-Arm Outrider armor class reduced to 1 from 2.
-Arm Outrider radar range reduced to 800 from 1000.
-Arm Settler stunner range increased to 350 from 300.
-Arm Settler stunner weapon projectile speed increased to 800 from 650.
-Arm Settler can now build Watchtower turrets and geothermal powerplants.
-Arm Broadside now goes back into armored state between firing salvos.
-Arm Broadside plasma cannon range increased to 550 from 525.
-Arm Broadside plasma cannon inaccuracy increased to 200 from 25.
-Arm Broadside plasma cannon AoE increased to 70 from 50.
-Arm Broadside plasma cannon reload time reduced to 4.5 from 6. Total time per salvo is now 5.5 seconds.
-Arm Broadside plasma cannon base damage reduced to 200 from 250.
-Arm Stinger sight range increased to 450 from 400.
-Arm Stinger turn rate increased to 375 from 350.
-Arm Viking max damage increased to 425 from 400.
-Arm Viking railgun range increased to 575 from 550.
-Arm Havoc battle cannon inaccuracy reduced to 150 from 300.
-Arm Havoc battle cannon projectile speed reduced to 500 from 550.
-Arm Ballista now launches rockets automatically once again.
-Arm Predator max damage increased to 75 from 50.
-Arm Rebel max damage increased to 100 from 75.
-Arm Corsair max damage increased to 225 from 175.
-Arm Corsair turn rate increased to 325 from 275.
-Arm Corsair acceleration increased to 0.4 from 0.3.
-Arm Corsair torpedo replaced by depth charge.
-Arm Corsair cluster bomb reload time reduced to 5 from 6.
-Arm Autogun cost reduced to M:175 E:140 BT:5250 from M:180 E:144 BT:5400.
-Arm Autogun max damage increased to 550 from 500.
-Arm Caltrop cost reduced to M:8 E:16 BT:60 from M:10 E:20 BT:120.
-Arm Caltrop explosion AoE increased to 200 from 180.
-Arm Caltrop explosion now does only 5% damage to other mines.
-Arm Vigilant radar range increased to 2250 from 2000.
-Arm Vigilant sight range reduced to 650 from 800.
-Core Commander max damage reduced to 4000 from 5000.
-Core Commander laser cannon reload time increased to 2 from 1.5.
-Core Commander laser cannon base damage increased to 200 from 175.
-Core Commander laser cannon now has minor anti-medium bonus.
-Core Commander can now build Retributor turrets.
-Core Commander sight, radar and sonar ranges increased to 600 from 575.
-Core Errant pulse gun range increased to 400 from 375.
-Core Errant pulse gun base damage increased to 9 from 8. Note that Errant cost was not reduced.
-Core Errant pulse gun turn rate increased to 5000 from 3000.
-Core Errant turn rate increased to 450 from 425.
-Core Grunt pulse grenade range increased to 450 from 400.
-Core Grunt pulse grenade projectile speed inreased to 225 from 200.
-Core Grunt pulse grenade inaccuracy reduced to 1000 from 2000.
-Core Grunt pulse grenade reload time reduced to 5 from 10.
-Core Aegis laser cannon now has minor anti-medium bonus.
-Core Arclite plasma cannon inaccuracy reduced to 300 from 700.
-Core Arclite sight range reduced to 300 from 400.
-Core Pathfinder sight range reduced to 600 from 650.
-Core Pathfinder laser sniper range while moving increased to 400 from 350.
-Core Tracker speed increased to 2.25 from 2.
-Core Tracker radar range reduced to 600 from 800.
-Core Hornet max damage increased to 150 from 100.
-Core Hornet radar range increased to 600 from 500.
-Core Hornet pulse gun tolerance increased to 9000 from 8000.
-Core Aurora max damage increased to 225 from 175.
-Core Aurora turn rate increased to 350 from 325.
-Core Aurora acceleration increased to 0.3 from 0.2.
-Core Hunter max damage increased to 250 from 200.
-Core Puncturer max damage increased to 675 from 600.
-Core Incinerator model improved and scaled down by 0.9.
-Core Incinerator cost increased to M:230 E:184 BT:6900 from M:220 E:176 BT:6600.
-Core Incinerator sight range incresed to 400 from 350.
-Core Incinerator flamer noexplode=1 and groundbounce=1 removed, instead of which it now has unitsonly=1. Weapon base damage and AoE increased to compensate this change.
-Core Incinerator flamer now fires continuous stream of short bursts simultaneously from both barrels.
-Core Incinerator max damage increased to 1200 from 1000.
-Core Incinerator turret turn rate increased to 360 from 280.
-Core Incinerator open and close animation speed doubled and delay before closing after firing shortened.
-Core Sentry missile anti-air range reduced to 1025 from 1050.
-Core Retributor rocket range reduced to 1250 from 1500. Weapon range was really less than 1500 already as projectile speed was insufficient in Alpha 2.
-Core Argus radar range increased to 2375 from 2250.
-Core Argus sight range reduced to 650 from 800.
-Core Argus cost reduced to M:205 E:492 BT:6150 from M:225 E:540 BT:6750.
-GoK Guardian shield changed to a permanent one that is only a visual effect. Script failures while under heavy fire are now much less of a problem.
-GoK Guardian VSOC reload time reduced to 15 from 30.
-GoK Guardian VSOC duration increased to 7 from 5.
-GoK Guardian VSOC stun AoE increased to 400 from 300.
-GoK Guardian VSOC no longer recharges shield as there is no such thing as shield energy to recharge anymore.
-GoK Guardian VSOC now grants 0.25 damage modifier for its duration.
-GoK Guardian ion blaster guidance removed.
-GoK Guardian sword base damage increased to 150 from 100.
-GoK Guardian sword tolerance increased to 32000 from 20000.
-GoK Disciple animation while using ion blaster now varies depending on how they are moving and aiming.
-GoK Disciple close combat animation optimized and reload speed reduced so that they can attack again as soon as they're ready.
-GoK Disciple close combat weapon changed so that they can no longer hit own units and will do full damage to enemy Disciples. The minus side is that they cannot anymore hit multiple enemies at once.
-GoK Disciple swords' base damage increased to 60 from 50.
-GoK Disciple swords now have anti-infantry bonus.
-GoK Disciple swords' tolerance increased to 16000 from 15000.
-GoK Disciple ion blaster reload time reduced to 0.4 from 0.45.
-GoK Disciple ion blaster range increased to 400 from 375.
-GoK Disciple now takes reduced damage from death explosions of small units.
-GoK Faerie photon gun range increased to 475 from 450.
-GoK Faerie photon gun turn rate increased to 5000 from 3000.
-GoK Faerie photon gun burst fire recharge time reduced to 3 from 5.
-GoK Scourge now rocks when firing.
-GoK Scourge cost increased to M:333 E:666 BT:22200 from M:324 E:648 BT:21600.
-GoK Scourge void shield max charge reduced to 200 from 250.
-GoK Scourge pulsar cannon base damage increased to 200 from 175.
-GoK Scourge pulsar cannon now has minor anti-medium bonus.
-GoK Scourge pulsar cannon reload time increased to 2.5 from 2.25.
-GoK Scourge pulsar cannon range reduced to 500 from 525.
-GoK Scourge void bomb removed. New Domina support hovercraft will now deal with underwater targets.
-GoK Scourge sonar range reduced to 200 from 500.
-GoK Scourge turn rate reduced to 350 from 400.
-GoK Scourge acceleration increased to 0.125 from 0.1.
-GoK Harbinger cost increased to M:162 E:324 BT:10800 from M:153 E:306 BT:10200.
-GoK Harbinger photon torpedo now has minor anti-turret bonus.
-GoK Reaper distort gun reload time increased to 0.8 from 0.75.
-GoK Reaper distort gun minor anti-turret bonus changed to anti-medium.
-GoK Reaper distort gun projectile speed increased to 800 from 700.
-GoK Spectre now does barrel rolls when not using ion blaster.
-GoK Spectre cost increased to M:168 E:504 BT:18900 from M:160 E:480 BT:18000.
-GoK Spectre max damage increased to 200 from 175.
-GoK Spectre photon torpedo reload time increased to 0.65 from 0.5.
-GoK Spectre photon torpedo tolerance reduced to 9000 from 10000.
-GoK Spectre ion blaster reload time reduced to 0.3 from 0.35.
-GoK Spectre speed increased to 9.5 from 9. This actually is not an improvement since Spectres now fly at approximately same speed as other fighters and no longer always get behind their enemies.
-GoK Dirgesinger cost increased to M:230 E:690 BT:20700 from M:225 E:675 BT:20250.
-GoK Dirgesinger max damage increased to 175 from 150.
-GoK Dirgesinger acceleration increased to 0.4 from 0.35.
-GoK Dirgesinger photon bomb range increased to 150 from 100 in order to lengthen their bombing runs.
-GoK Phantasm max damage increased to 150 from 100.
-GoK Eudaemon can now build shield nodes.
-GoK Admonisher max damage increased to 650 from 600.
-GoK Black Dawn cost increased to M:425 E:1020 BT:12750 from M:400 E:960 BT:12000.
-GoK Black Dawn distort cannon now has minor anti-medium bonus.
-GoK Black Dawn distort cannon energy cost per shot increased to 50 from 25.
-GoK Pylon sight range reduced to 650 from 800.
-GoK Pylon cost reduced to M:215 E:516 BT:6450 from M:250 E:600 BT:7500.
-GoK Dynamo max damage reduced to 175 from 200.

Alpha 2f (11/5/2010)

-Movement speeds of mobile units consolidated. Fastest ground units, mostly hovercraft, are now slower. Aircraft are generally slightly slower.
-GoK Scourge pulsar cannon changed to fire powerful shots at a slow pace. Target preferrence changed from light to medium. They're now the main anti-tank unit.
-GoK Scourge cost increased to M:324 E:648 BT:21600 from M:315 E:630 BT:21000.
-GoK Reaper distort gun adjusted to be more like a defensive anti-horde weapon and less like a sniper.
-GoK Reaper now has void shield.
-GoK Reaper cost increased to M:207 E:414 BT:13800 from M:198 E:396 BT:13200.
-GoK Disciples now automatically charge into melee with any and all ground targets in LoS range whenever idle or patrolling. Setting them to roam is required for best combat performance.
-GoK Disciple ion blaster range increased to 375 from 350.
-GoK Disciple explosion now deals no damage.
-GoK Phantasm now has self destruct weapon that causes momentary large AoE paralysis.
-GoK Admonisher ion blaster reload time increased to 0.25 from 0.2.
-GoK Stargazer photon torpedo range to ground increased to 700 from 650.
-GoK Black Dawn distort cannon range increased to 1000 from 900.
-GoK Black Dawn distort cannon projectile speed reduced to 400 from 450.
-GoK Guardian sword AoE increased to 50 from 40.
-GoK Guardian VSOC reload time increased to 30 from 15.
-GoK Spectre photon torpedo base damage increased to 17 from 15.
-GoK Spectre photon torpedo turn rate increased to 27500 from 20000.
-GoK Spectre photon torpedo tolerance increaced to 10000 from 6000.
-GoK Shield Node now starts to decay only after 2 minutes, and slowly recharges shield until that point.
-GoK Terra Platform now has move orders set to roam by default.
-Arm Viking railgun range reduced to 550 from 600.
-Arm Broadside plasma cannon range reduced to 525 from 550.
-Arm Havoc battle cannon range reduced to 600 from 650.
-Arm Havoc battle cannon projectile speed reduced to 550 from 600.
-Arm Marine EMG range increased to 375 from 350.
-Arm Marine now takes only 50% damage from large AoE flechette blasts.
-Arm Harasser missile range increased to 550 from 500.
-Arm Harasser missile guidance increased to 7500 from 6500.
-Arm Stinger missile range to ground increased to 550 from 500.
-Arm Longbow missile range to ground increased to 700 from 650.
-Arm Ballista now launches a rocket only on command.
-Arm Ballista rocket acceleration increased to 100 from 50 and trajectory lowered by decreasing weapon timer to 2 from 5.
-Arm Rebel missile base damage increased to 18 from 14.
-Arm Rebel missile turn rate increased to 22500 from 15000.
-Arm Rebel EMG base damage increased to 3 from 2.
-Arm Rebel EMG turn rate increased to 10000 from 7500.
-Arm Rebel weapon tolerances increaced.
-Arm Caltrop explosion penetration increased to 2 from 1.
-Arm Caltrop explosion AoE increased to 180 from 120
-Arm Caltrop explosion edge effectiveness increased to 0.25 from 0.1.
-Arm Custodian damage modifier while building decreased to 1.5 from 2.
-Core Errant pulse gun range increased to 375 from 350.
-Core Errant max damage increased to 125 from 100.
-Core Incinerator flamethrower range and projectile speed increased to 400 from 350.
-Core Commander laser cannon range reduced to 500 from 525.
-Core Commander MBL range increased to 400 from 350.
-Core Commander MBL AoE increased to 40 from 30.
-Core Aegis laser cannon range reduced to 550 from 600.
-Core Marauder laser cannon range reduced to 500 from 550.
-Core Arclite plasma cannon delay between shots increased to 0.5 from 0.25. Total time per salvo is now 4 seconds.
-Core Arclite plasma cannon projectile speed reduced to 350 from 400.
-Core Tracker missile range to ground increased to 550 from 500.
-Core Sentry missile range to ground increased to 700 from 650.
-Core Hornet pulse gun base damage increased to 8 from 6.
-Core Hornet pulse gun turn rate increased to 10000 from 7500.
-Core Hornet pulse gun tolerance increaced to 8000 from 6000.
-Core Laborer damage modifier while building decreased to 1.5 from 2.
-All commanders now leave wreckage worth of 2000 metal.
-All ballistic cannons now have timers set so that missed shots at aircraft disappear in the air.
-Storage capacity of all T1 construction units doubled.
-Many weapons with AoE of 15 or less changed to have 0 AoE.
-Weapon attribute rules changed a little.
-Wreckage height values sanitized.
-Minor reworking with GoK sounds. Some new sounds added.
-New explosion animations added.
-Plenty of AI versions of buildings added in order to prevent AI Commanders from building anything unnecessary.
-Multiple hidden menu entries of ground factories and some units added in order to make AI Commanders start up reasonably well and to enforce AI to use more light units.
-AI profiles reworked.
-NoCD music patched .exe included.

Alpha 2e (10/13/2010)

-Armored state system of several units inverted and reworked as vulnerability state. (Custodian, Broadside, Ballista, Laborer, AF, LGF, HGF, AL, GL)
-Workertime values of all aircraft factories increased to 450 from 300. Build times of aircraft adjusted.
-Workertime value of Arm light ground factory reduced to 450 from 480. Build times of light units adjusted.
-Arm Settler stun gun damage to map features reduced to 1.
-Core Aurora laser cannon base damage reduced to 350 from 400, but siege weapon bonuses added.
-Core Air Laboratory radar range increased to 1000 from 900.
-GoK Scourge cost increased to M:315 E:630 BT:21000 from M:306 E:612 BT:20400.
-GoK Scourge pulsar cannon range reduced to 500 from 525.
-GoK Disciple sword reload time reduced to 0.75 from 1.0. This won't really make them hack and slash faster as rate of attacks is determined by the script but it should prevent some delays.
-GoK Disciple sword damage against other Disciples reduced to 5 from 10.
-Wave particle emissions of all hovercraft halved.

Alpha 2d (8/25/2010)

-Arm Geothermal Power Plant cost increased to M:300 E:240 BT:9000 from M:225 E:180 BT:6750.
-Core Geothermal Power Plant cost increased to M:305 E:244 BT:9150 from M:230 E:184 BT:6900.
-GoK Geothermal Power Plant cost increased to M:310 E:310 BT:9300 from M:235 E:188 BT:7050.
-Arm Settler cost increased to M:84 E:168 BT:6720 from M:72 E:144 BT:5760.
-Arm Custodian cost increased to M:162 E:288 BT:10800 from M:135 E:240 BT:9000.
-Arm Hercules cost increased to M:160 E:480 BT:12000 from M:120 E:480 BT:12000.
-Core Laborer cost increased to M:162 E:270 BT:10800 from M:135 E:225 BT:9000.
-Core Overseer cost increased to M:168 E:420 BT:12600 from M:126 E:420 BT:12600.
-GoK Protector cost increased to M:171 E:342 BT:11400 from M:135 E:270 BT:9000.
-GoK Eudaemon cost increased to M:192 E:576 BT:14400 from M:144 E:576 BT:14400.
-Arm Rebel cost increased to M:66 E:264 BT:6600 from M:63 E:252 BT:6300.
-Core Hornet cost increased to M:69 E:230 BT:6900 from M:66 E:220 BT:6600.
-GoK Black Dawn cost reduced to M:400 E:960 BT:12000 from M:450 E:1080 BT:13500.
-GoK Harbinger cost reduced to M:153 E:306 BT:10200 from M:162 E:324 BT:10800.
-GoK Disciple cost increased to M:81 E:162 BT:5400 from M:72 E:144 BT:4800.
-GoK Disciple ion blaster reload time reduced to 0.45 from 0.5.
-GoK Guardian VSOC reload time reduced to 15 from 60.
-GoK Guardian VSOC AoE changed to 300 from 280.
-GoK Guardian VSOC damage list fixed. Arm Marine and GoK Faerie received only default damage of 1.
-GoK Reaper distort gun reload time reduced to 1 from 1.25.
-GoK Faerie and Phantasm cloaking energy costs halved.
-GoK Faerie overcharge ability removed. Photon gun will now burst fire automatically when engaging combat.
-GoK Stargazer and Harbinger weapon turnrates reduced to 32500 from 35000.
-Core Incinerator category list fixed. It is now considered as a heavily armored target.
-Minor script patching with all hovering and amphibious units that can leave blocking wreckage.
-Aircraft max depth values fixed to be 0 instead of 255.

Alpha 2c (7/13/2010)

-Major shield script flaws fixed with GoK Pylon, Terra Platform and Aero Platform. They had (atleast in most cases) damage modifier on when active/building even though shield was disabled and registered nothing.
-Minor visual glitch fixed in GoK Aero Platform script. Generally appeared only when used by AI.
-GoK Reaper default mission type changed from Standby to Guard_NoMove.
-GoK Reaper distort gun projectile velocity increased to 800 from 700.
-GoK Reaper distort gun edge effectiveness increased to 0.25 from 0.05.
-GoK Stargazer and Harbinger weapon turnrates increased to 35000 from 30000.

Alpha 2b (7/1/2010)

-GoK31.gp3 is replaced by Exc31.gp3. Critical folder names changed so that old Excess 1.31 no longer conflicts with Excess II.
-Hassle with weapon .tdf files fixed. (Had my Notepad++ loading a few of them from an older work folder. Never really affected gameplay of Alpha 2, but caused some headache to me.)
-Core Aurora laser cannon damage against GoK Guardian fixed to be 320 instead of 400.
-Core metal extractor energy cost fixed to be 108 instead of 98.
-GoK Spectre category list fixed. It is now considered as a fighter as well as a gunship. Line length is now within limit and CTRL_P works.
-Arm Rebel cost increased to M:63 E:252 BT:6300 from M:60 E:240 BT:6000.
-Core Fabricator cost increased to M:110 E:220 BT:3300 from M:100 E:200 BT:3000.
-GoK shield node decay reduced to 2 per second from 5 per second.
-GoK Disciple sword tolerance reduced to 10000 from 20000 in order to prevent them from hitting something else than their target part of the time.
-GoK Disciple model and textures optimized.

Alpha 2 (6/24/2010)

-Guardians of Kadesh are now available.
-Major unit cost and build time rebalancing. Factories and cons now generally have fixed metal consumption per second.
-Almost all mobile units and turrets scaled down by 0.9. Units' speed reduced accordingly.
-Commanders scaled up by 1.1, walk animation slowed down by 20% and speed reduced to 88%.
-Extended Commanders' resource storages by 1000.
-Fixed max depth values of tanks so that they can move through greenworld tileset shallow water areas.
-Arm Commander D-Gun reload time reduced to 4 from 5.
-Arm Commander D-Gun energy cost increased back to 500 from 400. (Energy is easier to produce in Alpha 2.)
-Arm Commander turnrate reduced to 650 from 800.
-Core Commander sensor ranges increased to 575 from 550.
-Core Commander turnrate reduced to 600 from 700.
-All hoverjet aircraft now float still in the air when idle instead of landing.
-Arm Rebel weapons changed. It now has missile and rocket weapons for attacking air and ground targets separately.
-Arm Scorpion max damage reduced to 300 from 400.
-Arm Scorpion EMG changed to fire more powerful projectiles at slower rate. Slight increase in overall power due to rounding.
-Arm Scorpion speed reduced back to 3 from 3.25 (and then again reduced to 2.7.)
-Arm Marine EMG changed to fire shorter burst of more powerful projectiles. Overall power increased from 20 per burst to 24 per burst.
-Arm Marine explosion now deals no damage.
-Arm Havoc battle cannon range reduced to 650 from 700.
-Arm Havoc battle cannon AoE increased to 30 from 25.
-Arm Settler stun gun now does 0 stun damage to armor classes 6 and higher.
-Arm Custodian turnrate increased to 250 from 225.
-Core Arclite plasma cannon range reduced to 750 from 850.
-Core Pathfinder stationary laser sniper range reduced to 700 from 800.
-Core Grunt now has special commandfire grenade launcher.
-Core Hunter can now transport one small ground unit.
-Core Overseer max damage increased to 225 from 200.
-Core Sentry max damage increased to 625 from 600.
-Arm Rebel missile and Core Hornet pulse gun ranges reduced in order to shorten their attack run length.
-Arm Harasser and Arm Settler wrecks are now passable.
-Arm Caltrop mines now do only 25% damage to each other.
-Perimeter defence walls are now in .gaf format instead of .3do.
-Arm Havoc now turns front tracks while moving.
-Core Tidal Generator now has team color.
-Missile texturing fixed.
-New explosion animations for all EMG weapons.
-New explosion animation for Arm Corsair cluster bombs.
-More fancy Commander teleportation at the beginning.
-GUI will now show "SPECIAL" instead of "DIRECT" as default for using special weapon when multiple units are selected.
-Few minor typos in Core Grunt and Pathfinder scripts fixed.
-Construction aircraft no longer have useless standing fire order button.
-New map weapons added. No maps so far that use them though...

Alpha 1e (12/15/2009)

-Arm Viking and Core Marauder hovercraft are now available.
-Underwater metal extractor added to Arm Custodian build menu.
-Kbot walk to aim script transitions have no delay anymore.
-Fixed Arm Broadside armoring scripts.
-Minor script patching for Core's Metal Extractors and Arm's Floating Solar Panel.
-Arm Floating Solar Panel now leaves correct wreckage.
-Acceleration and brakerate values of all units sanitized.
-General aircraft flight height increase.
-General weapon projectile speed increase for all EMG, laser and sliver weapons.
-All railgun and heavier laser weapons now do reduced damage to air units.
-Arm Marine footprint changed to 2x2 from 1x1.
-Arm Marine EMG reload time reduced to 1.5 from 1.75.
-Arm Marine sweetspot moved to head in order to ensure hits while in shallow water.
-Core Pathfinder cost reduced to M:75 E:200 BT:5500 from M:75 E:250 BT:7500.
-Core Pathfinder radar range increased to 800 from 650.
-Core Pathfinder speed increased to 2.7 from 2.25.
-Core Pathfinder stationary laser sniper range reduced to 800 from 900.
-Arm Settler and Core Pathfinder can now move on steeper surfaces than other kbots.
-Arm Settler build speed increased to 60 from 30.
-Arm Settler is now amphibious. Script adjusted.
-Arm Settler stun gun reload time reduced to 1.5 from 2.
-Arm Settler cost increased to M:75 E:100 BT:5000 from M:50 E:75 BT:4500.
-Arm Commander sensor ranges increased to 600 from 550.
-Arm Commander D-gun reload time reduced to 5 from 6.
-Arm Commander D-gun energy drain reduced to 400 from 500.
-Arm Commander EMG AoE set to 0.
-Core Commander sensor ranges reduced to 550 from 600.
-Arm Autogun and Core Puncturer armor class increased to 5 from 4.
-Arm Autogun EMG range increased to 625 from 600.
-Arm Autogun build time increased to 6500 from 5000.
-Core Puncturer build time increased to 7500 from 5000.
-Core Incinerator build time increased to 8500 from 7500.
-Core Incinerator max damage increased to 1000 from 900.
-Arm Longbow armor class increased to 4 from 3.
-Arm Longbow optional radar energy drain reduced to 1 from 2.
-Arm Broadside plasma cannon range increased to 550 from 500.
-Arm Havoc battle cannon inaccuracy reduced to 300 from 400.
-Core Arclite buildtime increased to 25000 from 22500.
-Core Arclite turn rate reduced to 275 from 300.
-Core Arclite turret turn rate reduced.
-Arm Scorpion speed increased to 3.25 from 3.
-Arm Rebel missile turnrate increased to 20000 from 15000.
-Core Errant pulse gun turnrate increased to 3000 from 2500.
-Arm Caltrop kamikaze distance increased to 30 from 20.
-Arm T1 Light Factory max damage increased to 1500 from 1250.
-Arm T1 Heavy Factory max damage increased to 2500 from 2000.
-Arm T1 Air Factory max damage increased to 1500 from 1250.
-Core T1 Ground Laboratory max damage increased to 2000 from 1500.
-Core T1 Air Laboratory max damage increased to 1500 from 1250.
-Energy drain while moving removed from all construction units that had such.
-GUI metal and energy bars are now brighter.

Alpha 1d (11/30/2009)

-Arm Longbow and Core Sentry build times reduced to 7500 from 10000.
-Arm Stinger and Core Tracker build times reduced to 12500 from 17500.
-Arm Scorpion build time reduced to 7500 from 8000.
-Turn rates of all AA missiles increased to 25000 from 20000.
-Arm Commander EMG turn rate increased to 4000 from 2000.
-Core Commander laser cannon guidance removed.
-Arm Rebel turn rate increased to 450 from 400;
-Core Hornet turn rate increased to 600 from 525;
-Arm Harasser missile base damage increased to 18 from 15.
-Arm Harasser max damage reduced to 150 from 200;
-Core Errant max damage reduced to 100 from 150;
-Arm Autogun EMG projectile speed increased to 650 from 600.
-Arm Autogun EMG reload time reduced to 0.3 from 0.33.
-Core Pathfinder weapon projectile now gives no radar signal when fired while stationary.
-Arm's Solar Panels and Core's metal extractors no more close when hit if no damage is received.
-Changed Floating Solar/Pgen sweetspots so that they can be hit properly.
-Raised Arm Solar Panel sweetspot a little higher.
-Arm Floating Solar Panel added to weapon damage charts.
-Arm Marine can now die without leaving wreckage when sufficiently overkilled.
-Arm Marine wreckage heap max damage reduced to 200 from 20000.
-AI no longer builds mines.
-Meteors and other map weapons are back in game.
-New map weapons and effects for extreme weather conditions.

Alpha 1c (10/24/2009)

-Ctrl F idle factory selection hack is now back in game.
-Easy and Medium AI profiles added.
-Typos in models' object trees fixed.
-Typos in weapon damage charts fixed.
-Arm Energy Storage now has ShootMe=1 tag again.
-Arm Custodian build speed increased to 150 from 120.
-Arm Scorpion EMG base damage increased to 8 from 7.
-Arm Harasser missile guidance increased to 6500 from 5000.
-Arm Settler build time reduced to 4500 from 5000.
-Arm Vigilant build time reduced to 7500 from 10000.
-Core Argus build time reduced to 7500 from 10000.
-Core Metal Extractor max damage reduced to 400 from 500.
-Core Metal Extractor damage modifier reduced to 0.75 from 0.66.
-Core Metal Extractor wreckage statistics fixed.
-Hovercraft movement scripts enhanced.

Alpha 1b (10/7/2009)

-All AI units are now included in weapon damage charts.
-Factory scripts fixed. They no longer randomly close after finishing some unit. AI factories now behave correctly as well.
-AI cheat resource buildings are now uncapturable.
-Kbot movement classes adjusted. The Desert Triad is now air first map. :p
-Mars plant features are now mostly passable. Red Planet map is now playable without issues.
-AA units now have their weapons' AA only versions changed to have 0 AoE.
-AA units now really focus fire on bombers.
-Storages now have hidden fake weapon that causes AI to consider them as turrets and thus build them.
-Arm Vigilant radar range increased to 2000 from 1600 and build time reduced to 10000 from 12500.
-Core Argus radar range increased to 2250 from 1800 and build time reduced to 10000 from 12500.
-Arm Corsair now costs 25 more metal and 200 more energy and is 2500 slower to build.
-Core Aurora now costs 100 less energy and is 2500 faster to build.
-Arm Harasser speed increased to 4.25 from 4.
-Arm Harasser missile now has 0 AoE.
-Core Errant and Hornet weapons now have 0 AoE.
-Core Arclite plasma cannon reload time changed to 3.5 from 3.0. Thus total time per salvo is now 3.75 seconds.
-Core Arclite plasma cannon now does reduced damage to air units.
-Core Retributor now costs 50 more metal and 100 more energy.
-Wreckage statistics fixed.
-Sound effect added for factory buildpad directing.
-Menu refined. No Cavedog button in the middle of frontend anymore and background images are more polished.
-Missing AI unit 96x96 .pcx images added.

Alpha 1 (9/28/2009)

-Initial release.