***** Changes for 6.5 *****

*** Changes:
	- removed the Arm MLEX and the Core Exploiter from build menus. Replaced with an upgrade buildable by the standard metal extractors.

*** Bugfixes:
	- Corrected Phoenix ground-fire laser weapon
	- fixed Howie aim script

*** Balance: 
	- Boosted Core Immolator Riot tower damage to 133 DPS, added a few more light units to the list that get special damage (nearly 200 DPS), boosted range by 10% (now only 15% less than HLT). Also similarly boosted Arm Sunspot EMG tower range. These should be more worth building now.


Considered changes/wishlist
1. L3 fighters change or remove
2. Add Experimental Construction Ships
3. Give L2 constructors the ability to build ALL L1 factories
4. Add recon builder hovercraft, remove amphibious construction vehicles
5. New L3 air plants
6. Make the Basilisk into a kind-of hybrid between the Hellfire and its current form (and remove the hellfire!)
7. Change the Cockatrice into the Sirius or Cerberus, with two (probably coaxial turret) lightning weapons as well as the existing flak weapon
8. Remove torpedo launchers from the adv tidals and reduce cost
9. Add torpedo extractors
10. Double the metal making and energy consumption of floating metal makers (increase cost also)
11. Replace the Cougar with a more sumo-like anti-air L3 kbot
12. Improve/replace the Radar X - quadruped/spider?
13. L3 AA/antinuke vehicles - or kbots?
14. Replace Thor and Sniper Wolf with a quadruped-type amphibious bot 
15. Improve Arm L3 construction vehicle model
16. Command vehicles? Anti-air/antinuke
17. Improve Rebel and Infidel design - two separate weapons that can fire simultaneously and no transform script
18. Add Spider factory and tortoise factory :o
19. Fix or remove Nova's exploding arms script
20. New buildpics: Arm Archangel
Double the metal making and energy use of Floating Metal makers, along with most of the other stats. Just to reduce the need for spamming the hell out of them in sea battles 
Remodel: T2 Jammer towers and T3 XLR cloaking radars. T2 storages and the UW factories too, but that's lower priority
New model for the T2 missile ship Core Omni, and possibly the capital subs
Turn the armed metal extractors into upgrades. I have an idea for this that might work quite well...
Remodel the Devastator armed Moho and move to T3, and add a Core counterpart. They will get an upgrade on extraction rate, while the T2 mohos will get a slight reduction in both extraction and energy use.
Add an armed Geothermal generator for Arm: tactical/mininuke 
Finish the LOS towers!



***** Changes for beta 6.42 *****

*** Installer changes:
	- updated Xpoy's ddraw.dll and totala.ini with additional features (turn +switchalt on, increase sfx limit) and compatibility with Windows XP.
	- the installer will rename the old versions of totala.ini and ddraw.dll to .dll.old, feel free to back up or delete them

*** Bugfixes:
	- fixed defiler firing animation and restore animation
	- fixed Core Ravager and Hedgehog F1 unitpics


***** Changes for beta 6.41 *****

*** Installer changes:
	- Added Xpoy's new dll + totala.ini to download. When you run the installer, will be installed and your existing totala.ini and ddraw.dll renamed to .bak to back them up if you have them. This will unlimit your TA sound and pathfinding, fix alt-tab crashing, along with a bunch of other gameplay features - see this thread for more info: http://www.tauniverse.com/forum/showthread.php?t=42357
	- totala.ini unit limit is set to 1500, feel free to change it if you wish by opening the file. Although you probably don't want a higher number (potential stability issues), you can set it lower.
	- Changed the filenames back to just ][TOTALM_ - no more version number. This means when you unzip new version you will be asked to overwrite older files, but the plus side is your TA folder won't be cluttered up with older versions of files.
	- you can delete all the files starting with ][TOTALM64.

*** Bugfixes:
	- fixed game-crashing script bugs with the Arm Terrier and Core Slicer
	- corrected weapon for Core Defiler
	- minor appearance fix: moved gangplank origin on Core Gantry so units are built more centrally in the build bay. They should be able to exit the plant faster once they are built also.

*** New stuff:
	- new buildpic for the Core Slicer :)
	

***** Changes for beta 6.4 *****

*** Major Changes!
	- Combined all data into a single rev31.gp3 file. 
		- This simplifies the install, it also simplifies the management of the mod for me.
		- added units can be disabled by introducing blank unitname.tdf files into a subfolder of your totala folder named "downloads".
		- AI units can be disabled by introducing edited versions of them into a subfolder of your totala folder named "units" - I can provide these if requested.
	- All original TA rev31.gp3 data is now included in the file. This increases the file size by about 4Mb.
	- AI units are now Metal Extractors. They give the AI about 350% the metal income of a regular extractor (just a little bit less than a moho) plus 2 Geos of energy, plus the combined storage of half an Energy and Metal storage unit. The AI will be very much geared to the availability of metal patches on a map, just like a player is.
 
*** Balance
	- nerfed Commander lasers slightly (~10%) - Core Commanders now take 2 shots to kill a Jeffy or Weasel just like Arm Commanders :P (might still one-shot Jeffies if veteran).
	- Nerfed Terrier armour - I discovered that despite the low rate of damage, the weapon's fairly large range makes it quite the superior unit, a bit too useful!
	- Gave the Ravager some love. Its stats now more closely match the Terrier - they are similar vehicles. It lost some speed, but gained some armour. It has better range than the terrier too - but a lower damage rate. Both vehicles are now sitting in a price point about 20-25% lower than Rockos/Storms and Flashes/Gators - although their buildtime is within 10%.
	- Arm Shocker given its own weapon. Same range as Howie (longer range than standard Mobile artillery but shorter than Merl/Diplomat), similar damage but much slower reload and worse accuracy. Model revamped, bigger feet, better texturing, nicer turret.
	- Increased cost of both Arm Shocker and Core Howie.
	- increased costs for hovertanks - they are a bit overpowered! Also reduced speed and movement stats a little - still quicker around obstacles than OTA. Also increased the reload time a little - less damage per second, but they still have a devastating punch when they attack in a... bunch.
	- increased cost of AA hovers too. Their long range and accuracy makes them deadly in large groups.
	- reduced range for the overpowered T3 LRPC hovercraft Big John and Tormentor - now more like 2.2k instead of 3k. Also increased energy cost and buildtime, reduced movement stats a little.
	- Nerfed Drake weapons a bit - primary laser from 1800/burst down to 1500/burst, range from 820 to 780. Rocket reload from 0.85 to 0.9.
	- Krogoth rockets reload improved to 1.3 (from 1.4) and arm guns range increased to 540 (from 500).
	- Mobile Fortresses increased cost.
	- Arm G2 and Cockatrice, Core Smasher and Basilisk - L3 tanks all increased in armour and reduced in cost slightly
	- Cockatrice's massive lightning weapon increased in range, and tweaked effects
	- Basilisk doomsday weapon reduced range to 900 - Cockatrice and Basilisk are fairly close in power now
	- Big John and Tormentor L3 long-range artillery hovercraft - increased cost by about 40%, increased armour by about 20%, reduced range (matching Shiva/Defiler range).

*** Bugfixes:
	- cleaned up Devastator on/off script
	- fixed Annihilator on/off script
	- cleaned up hitbyweapon and on/off scripts for all the solar panels and the moho metal makers (including underwater ones, which had been missed out last time)
	- fixed wont-stop-spinning-radar-dish bug on Core Screamer
	- Fixed horrible Core Reaver walk script!
	- Fixed Core Reaver broken AA Missile launcher script! Also minor texture revamp to improve ingame appearance.
	- Fixed potential (if rare) crashing bug with Shocker death script.

*** More improvements
	- new buildpics for a bunch of units: 
		- Arm Shocker all-terrain mobile artillery 
		- Radeon resurrection vehicle
		- Terrier Recon vehicle
		- Dragonfly L2 heavy air transport
		- Core Reaver L2 Riot Kbot
		- ARV Assist/Repair Vehicle
		- Jeager missile truck
		- Ravager recon vehicle
		- Shodan L1 heavy laser tank
		- Falcon L2 heavy air transport
		- plus OTA units the Flea, Big Bertha, Intimidator, Buzzsaw, Annihilator and Doomsday Machine
	- other minor model tweaks
	- NEW UNITS: Arm Shiva and Core Defiler, mobile rapid-fire long-range cannons (Chassis and legs from TAAN units Arm Crabe and Core Defiler). These multi-legged units replace the bipedal long-range cannon units Arm Peacemaker and Core Crusher. They look awesome but actually have less range than their predecessors for better balance.

***** Changes for beta 6.3 *****

*** New units added
	- Arm MoFo and Core Harbinger, Mobile fortresses

*** Balance

	- HellDiver light amphibious kbot changed weapon to the Skeeter weapon - which is, incidentally, an EMG! About half the damage per second, but better range. This matches up with the Gecko, which uses the Searcher's laser.
	- increased armour on Arm Pincer and Core Garpike L1 amphibious tanks by 10% - both now around 900 armour, compared to stumpy/raider ~1200. The Pincer and Garpike are both quicker as well as amphibious.
	- Increased damage for Nukes by 30%! But reduced edgeffectiveness to less than half. This means direct hits on T3 units will be more effective, but nukes will do a bit less widespread damage - more of a "precision" weapon, as much as a nuke can be, haha.
	- New role for Goblin: Cloakable assault kbot. Reduced fire rate on guns too - but kept same damage per second.
	- Core Krogtaar Amphibious Assault Kbot improved - a LOT. Has almost double the armour it had (still less than half that of a Krogoth). Model scaled up.
	- Arm Thor Amphibious Experimental Kbot - more expensive, slightly improved armour, improved script, replaced head noexplode weapon with a unitsonly lightning weapon :o, changed rocket weapon to a burstfire - launches 4 rockets at once. Head lightning is now primary, rockets tertiary (can be fired with dgun button)
	- Arm Drake weapon tweak - longer burst, longer delay between bursts, and range increase
	- Krogoth Arm guns increased range by 10% (this weapon also shared with the Krogtaar)
	- ALL LRPC weapons (including Nuke cannons) reduced range by 8	-10%. This is with the aim of reducing the dominance of these weapons - it won't make much difference at all except on certain maps.
	- Arm Orca and Core Proteus armour increased, buildtime lowered, turnrate and acceleration lowered.

*** Bugfixes

	- Core Reaver 3DO piece naming error - fixed
	- Skycruisers no longer have on/off button (it's not needed)
	- Core Doomsday Machine aim scripts tidied up
	- Core Doomsday and Arm Annihilator restore scripts tidied up
	- Cor Uber fusion animation fixed
	- Arm Orca and Core Proteus turret restore script fixed
	- Core Pestilence minor animation SNAFU fixed

*** Model updates

	- Core Shodan
	- Core Wolverine
	- Arm Golem
	- Arm Pincer


***** Changes for beta 6.22 *****

*** balance

	- Arm PeeWee and Flash, Core AK and Instigator: substantially increased turret aiming speed. 
	- Arm Jeffy and Rocko, Core Weasel and Storm: also increased aiming rate, to a lesser extent.
	- Arm Stumpy, Core Raider: slightly reduced turret aiming rate (was slightly quicker than all of the above skirmish units! Will now be noticably slower than Peewee/Flash/Gator/AK). Increased armour by about 15%. I'm trying to make these fit the crap-weapon-but-good-armour role a bit better.
	- Increased armour on the Sunspot emg tower and the Immolator Riot Tower by 20%, also the MLEX and Exploiter armed metal extractors - a lot of other defenses got an armour boost and these ones missed out.
	- cut costs of Black Eagle and Peregrine multirole strike fighters, also improved manueverability, and increased armour slightly
	- Increased armour on Centurion and Volcano rocket launchers by about 15%
	- Increased armour on Archgun and Chainsaw to about 3.5k - this compares to about 5k for the Guardian, Punisher, Ambusher and Toaster (the Ambusher and Toaster getting much tougher when closed, can survive a nuke!)
	- cut Arm Boa armour by 20% - it was better value than a Bulldog :P - also cut energy cost by 20%.
	- increased cost of Rover by 20%, increased damage by 20%, increased armour by about 5%, reduced acceleration/brakerate, changed model proportions and texturing a little - it's a bit bigger, and there was too much shiny metal for my liking.
	- Peacemaker and Crusher walking RFLRPCs increased in cost - metal by 30%, energy and buildtime almost doubled. Armour cut by 20% - they are still very tough, but don't expect them to survive, for example, a direct hit from a nuke. :P
	- Incincible and Excelsior L3 battlecruisers increased metal cost and maxdamage - about 20k maxdamage, compared to 14k for the Aeon and Retribution - and all cost about 9k metal. The Aeon and Retribution are great value for shore bombardment; having about 70% of the range of the capital ships for only 30% of the metal cost.
	- removed cloaking from the Shooter and gave it to the Sniper Wolf. Added stealth to the Sniper Wolf too... however, Sniper Wolf's armour has been nerfed.
	- range on nuke cannons nerfed by 15% - to about 8k now. Accuracy reduced substantially. Damage INCREASED by 50%! But edgeffectiveness halved, and they do half-damage vs commanders. This makes them more effective vs L3 units (if they score a direct or near-direct hit), and somewhat less useful for causing mass destruction.

*** AI Tweaks

	- AI Boost file NO LONGER NEEDED, PLEASE REMOVE - is now included in rev31.gp3
	- Easy plan now has NO AI boost
	- Easy plan is now the only one that builds solars and tidal generators
	- AI Boost units are no longer distinguishable from the real thing - except that you can't capture them!
	- defenses: weighting has been increased, and Limits have been reduced. What I was seeing is very little defense early game, and an absolute forest late game - this fix should resolve 

*** Model tweaks
	- Shrunk the Stealth Bomber models by 20% - they were huge. Used slightly darker textures on the Arm Slipstream to indicate stealth.
	- refinements to Core Ripper laser hover and Arm Python Gauss hovercraft, both model and script
	- refinements to several rocket weapon models
	- refinements and tidy-up of misc other models

*** Bugfix

	- "MakesMetal" tag in several factories causing the AI to think that all they do is make metal, and just turning them on and off... Fixed!
	- several other odd tags removed, such as "metalmake" on the Gryphon and no other non-construction Air unit...


***** Changes for beta 6.21 *****

	- added a changelog!

** Major gameplay changes this round:
	- DO NOT USE +SHOOTALL. As identified by Voh, the creator of TA:EXCESS and EXCESS II, +SHOOTALL removes all target category preferences, therefore removing some strategic value of all armed units.
	- a fix has been implemented: shootme=1; has been added to ALL UNITS
	- all units (that need it) have "NOWEAPON" as a bad target category. So now all units will shoot unarmed units and buildings - unless there is an armed unit in the vicinity, in which case all units will ALWAYS shoot at the armed units first.
	- in addition, a small tweak: Category "ALL" added to all units. The Nochasecategory of all units that used to have MOBILE (and a few others besides) now have ALL as their nochasecategory 	- this should resolve a lot of target locking issues.

** balance

	- Arm Janus has 3x3 footprint, but quicker reload
	- Core Leveler armour boosted by 15% too, putting it at about 10% better than the Raider. Looking at the Leveler, the weapon is definitely awesome, but it's quite slow.  It needs a little more armour to make up for this.
	- Arm Warrior armour boosted by just over 10% too, for similar reasons.
	- Radical and Blocker L1 plasma batteries increased armour by 20%, metal cost by 15%. Reduce footprint to 2x2. You should see clearly now that these cost more metal than HLTs but cost less energy and build quicker. They are a bit tougher than HLTs and have much better range, but less than half the damage output. The SRPCs are defense hardpoints, they generally wont hold a position on their own but they are useful to suppliment a point defense (ie a laser tower, be it light or heavy) and help dominate a slightly greater area. If you really want to control a good sized area tho, that's what the Guardian or Punisher are for...
	- Arm Sparrow, Core Mosquito Laser fighters can now attack ground, albeit weakly at short range. Remodel and rescripted these units for nicer more Arm/Core fitting animations when taking off/landing.
	- advanced tidal generators now produce less constant energy (25 vs 40) but more energy according to tides (double that of a normal tidal generator). This means on very low tide maps they will be less of an advantage, but greater advantage on strong-tide map (more than 15)... it shouldn't make much of a difference on most maps. Also increased armour by ~20%. They are curious swiss-army-knife units, they do a bunch of things and in that way they are good value, but for doing any one thing they aren't such a good buy!

** New units
	- Amphibious construction vehicles, built from Advanced vehicle plants (and underwater factories)
	- Core Defiler replaced at L2 by Reaver (might need better name) - Defiler might find a new role at L3 in future

** bug fixes
	- Solar panels reopening too quick after being hit
	- Subs no longer being built under the factory.
	- adv construction subs sonar switched on (added missing "activatewhenbuilt=1" line)! Also increased LOS slightly, just a bit less than subkillers now
	- screamer radar not stopping
	- L1 construction aircraft unable to assist building underwater units
	- L3 advanced construction hovers need remodeling to look different from the regular ones
	- Scudd reluctant to fire?
	- walk scripts on Gimp and Howie - if these are a problem then Suppressor, Peacemaker and Crusher will need looking at too
	- Peacemaker turns its toes down too early in the walk cycle, looks like it's tiptoeing
	- Sniper wolf! Yucky walk script! needs new one or replacement of the unit altogether
	- Pestilence Explode-on-launch problem!

** Model updates needed
	- L3 hovercraft Big John, Tormentor, Samurai and Broadsword
	- Skycruisers - maybe just the wings
	- ARV - too fiddly/detailed for the size
	- new Goblin model to replace Krogtaar
** new buildpics (apart from models above)
	- Annihilator, Penetrator, Doomsday machine


***** Changes for beta 6.2 *****

** Bug fix release.
	- file naming error caused a bunch of aircraft weapons to be missing ingame!
	- The BLoD Buzzsaw on the Omen Capital Ship doesn't spin, it just fires out of one barrel
	- Adv. Vehicle Plant is in the Arm Advanced Con. Hovercraft's menu twice, leaving out the Adv. Kbot Lab.

***** Changes for beta 6.1 *****

** Bug fix release.
	- Crusher buildpic shows up as Howie's buildpic, 
	- Suppressor barrels/sleeves adjusted, walk animation smoother now.
	- Screamer L3 AA radar dish not spinning - activation script not being called?
	- RAAM is unbuildable, build button is unclickable. 
	- Suppressor corpse is wrongly named King Thud corpse.

******* Changes for beta 6 *******

** Model/script
	- Updated models for
L3 ships: battlecruisers (Invincible, Excelsior); capital ships (Prophet, omen), heavy battleships (Aeon, Retribution) - updated scripts for all but the Excelsior
Famine supernuke, Jackhammer and Berserker L3 rocket hovers, RAAMS and Screamer L3 AA, Suppressor (old name King Thud) all-new models by Sarawajagat (texuring and scripting by gamma)
	- Vulcan now has 8 barrels!!
	- new buildpics for LRPCs: Bertha, Intimidator, Buzzsaw, Vulcan
	- Cougar flak barrels changed to 4-sided, the nanoframe looked like a mash of green while under construction

** Balance 
	- Peewees and AKs have less armour (they are faster than Flashes and Instigators too)
	- Peepers and Finks now have smaller LOS - still very large. L2 AWACs planes Eagle and Vulture have substantially better LOS.
	- L2 anti-air ships have more armour
	- Fidos have a bit less armour (they are quick tho), Zeus and Maverick have more armour, as do a few others to bring them in line with armour levels of most L2 units now
	- new unit Arm Rover replaces the Grizzly for quicker, lighter, rapid-fire ballistic action at L2. 
	- L3 kbots: new unit Core Crusher walking RFLRPC at L3, the Core Howie shrinks and moves to L2 as somewhat of a counter to the Arm Shocker. Arm MachIV walking RFLRPC becomes the more Vulcan-style Peacemaker, the arm-mounted "napalm" replaced with much lighter missile launchers mainly for AA purposes. The King Thud becomes the Suppressor, with twice the barrels, more firepower but less range, and a back-mounted longer range unguided "Hydra" rocket.
	- L3 ships: The Arm Invincible battlecruiser main weapon gets lighter more rapid-fire twin-gattling style cannons. The Core Retribution heavy battleship has the bow-mounted doomsday weapon replaced with twin green lasers with better range and more than twice the power of the Warlord's. The Arm Aeon and Core Excelsior have mainly cosmetic changes. The battlecruisers are cheaper, have heavy antisub capaibility and more armour than the heavy battleships. The heavy battleships are more expensive but have longer range cannons - getting towards LRPC range. The capital ships have mainly cosmetic changes, but have gone up in cost with more armour.

** bug fixes since 5.6
	- MAK wreckage named correctly
	- Circular saw animation fixed

******* Bugfix and balance changes for beta 5-5.6 (from beta 4) *******

*** EXTENDED MENU INTERFACE ADDED ***

** BUGFIXES
	- Core uber fusion metal maker switching OFF animation buggy.
	- Mobile Flakkers - I dont know if it'll help, but I'm adding a more thorough signal-kill restore script to the mobile flakkers to make sure they are always ready to fire.
	- Sabre and Jade gunship seaplanes - add Amphibious=1; tag.
	- Standard and Advanced Construction Aircraft changed Maxwaterdepth to 255 - this should allow them to assist construction of underwater units - they still wont be able to land underwater though. This goes along with the more complete water unit build menus they have now.
	- Fixed corpse metal values of LLTs and Levelers.
	- Appears to be a glitch that puts a second build menu in the Core Advanced Aircraft Plant when there isn't any aircraft to build. Will look into this..
	- Another look at the Archangel - walk/don't walk script. - fixed
	- Pelican walk script - fixed
	- Maverick and Shooter weapon draw/holster animations. These are bugfix standard scripts, and they are buggy  get stuck occasionally, causing to fire while retracted/holstered, usually into the ground since the firepoint is positioned too low. - fixed. I have put weapon animation sequences into a simple "requeststate" script like popup turrets have, I haven't been able to break them as yet.
	- Core laser metal extractors - flare appears for wrong barrel
	- Core Gimp is STILL walking in place occasionally. Also put the 2 weapons on independent turrets... While keeping the original look of the Gimp.
	- Arm Sniper Wolf corpse footprint too small and off-centre
	- Arm Long Tom - Increase/bugfix turret restore script delay
	- Arm Radar-X - needs fire orders added = doesnt seem to be missing fire orders
	- Arm Tick - missing the Patrol ability
	- Arm Flea and Scarab, Core Immolator and Hedgehog cannot be resurrected. Need to change the corpse name to unitname_dead for TA to look it up for resurrection.
Fixed defenses bug: about 1 in 20 fixed defenses (Guardians, Punishers, Ambushers, Toasters, etc) randomly has the fire points displaced way underground. Thanks to DannyU the problem has been found: if a turret is built facing even slightly north, the bug occurs. Viable workaround not yet found, apart from for Annihilators and Doomsdays, which I have randomly rotate the turret 180 degrees half the time AFTER being built, the reversal is not noticeable because the turret is covered.
	- Core Necro and Arm Radeon resurrection units build distance increased to 90, the same as other L2 units with nanolathes. I know this makes the resurrection units equally good as other L2 constructors for assisting factories and building projects, but they are expensive, fragile, and poor value as build assist units. Most of all, I'm trying to make the resurrection experience as bug-free as possible, and I'm hoping the builddistance increase will help at least a little bit.
	- Solar Panels for both Arm and Core sometimes fail to open after being hit. Redoing the script for these, and reducing the delay before reopening to 6 seconds (from 10).

** BALANCE
	- LLTs made a bit cheaper and tougher. Should be more useful to build now.
	- Hammers and Thuds: increased range and about 15% less damage per sec. This puts their damage output almost the same as OTA, but with about 25% (in the case of the thud, 50%!) longer range than OTA. This is due to a balance comment that they are too good in skirmish battles, and not good enough as an artillery unit. 
	- Seaplane platforms: Removed L1 fighters and replaced them with L2 stealth fighters (Hawk/Vamp), since it's effectively a L2 yard. One more reason to build seaplane platforms (albeit not a huge one).
	- Adonis Main weapon replaced with the bow weapon from the Excelsior, which has much greater range. Also giving it a retexture and slight remodelling to look more Cavedogish.
	- Macross removed. Replaced with an altered air-only version of the Cougar mech.
	- Nuclear Bombers 10% more armour.
	- Radeon added Guard ability to match Necro.
	- Stalker remove weapon fire effect that is visible under fog of war, making it easy to spot. 
	- Fidos. Too good. Small Reduction in armour and LOS range.
	- Goliaths. Not good enough. Increase LOS range a bit, and possibly a bit more armour, and a bit more tolerance on the weapon. Change name to "Siege Tank" to be more accurate with its function.
Cans and Sumos: 10% more armour. I feel they aren't quite cutting it at the moment, and need a bit more of that "extreme armour" feeling. 
	- Mobile Artillery: cut weapon damage by 15%. They are a bit too awesome at the moment... This way, you will need 7 to do the job that 6 did before... not that much of a difference actually  ...also doubled the accuracy figure to 200 (less accurate).
	- Construction Kbots increased metal cost to 75% that of Construction Vehicles to match differential in build speed. It's only about 15 metal increase - I want to avoid making kbots too good.
	- Krogoth and Drake: Increase armour by about 20%, increase metal cost of Drake also. Now, ingame Krogoth is 48K maxdamage for 30K metal, Drake is 32K maxdamage for 24K metal. The Drake is somewhat poorer armour for the metal, but moves a fair bit quicker. I'm not ruling out further increases... 
	- Level 3 tanks - double cost and armour for G2 and Smasher, 50% more for Cockatrice and Basilisk. This puts them at a bit under half the armour of a Krogoth. However, movement stats have all been reduced except max speed: acceleration, brakerate and turnrate a bit slower than their L2 counterparts the Bulldog and Goliath.
	- Razorback and Ketzer - Increase metal cost and maxdamage by 50%. Increase energy cost and buildtime by 25%.
	- Invincible and Excelsior L3 battlecruisers reduce cost and toughness substantially - about 30-40%. Also reduced energy production, and increased turnrate. These are now about 7k metal, and are excellent short range and sub defense ships, and very tough for the cost.
	- Aeon and Retribution L3 battleships increase cost by about 20%, maxdamage by about 30%. These are now about 9k metal, are a bit less tough than the battlecruisers, but are excellent for long	-range bombardment without the extreme cost of the Capital ships. 
	- Prophet and Omen L3 Capital ships - increase energy cost of Capital ships by 50% (looking at Buzzsaw/Vulcan as comparison), toughness increased also by about 20%. Capital ships needed a cost increase to offset the power of their LRPC main weapons. I found that it was too easy to just build one of these first and end the game... this should set them apart from the other L3 ships a bit more by their extreme cost.

******* Bugfix and balance changes for beta 4 *******

** Bugs list
	- The Core Pestilence super nuke silo weapon has a range too long for the weapon, resulting in some occasional strange behaviour. - fixed
	- Famine and Pestilence weapon flight times adjusted to 120 (2 minutes) to match bugfixed flighttimes for the regular silos. - fixed
	- Grey buildpics in the L3 constructor menus for the L2 plants that they build - fixed
Error with the Arm Phoenix bomber weapons means it will be unlikely to fire its lasers, if at all 	- fixed
	- Error in script for the Core Searcher means it will have trouble firing its AA missiles in certain situations - fixed
	- Some build menus still need sorting out, especially the underwater factories. - done
	- Core Haven Air repair Hovercraft strange positioning on higher ground. Removed "floater=1;" tag from fbi file. - fixed
	- Core underwater factory script has some odd insanely long sleeptimes - fixed
	- Arm Shellshocker all-terrain mobile artillery corpse metal value incorrect - fixed
	- Arm Headhunter wreckage labelled correctly. All units' wreckage should now be identifiable by putting the mouse cursor over it. - fixed
	- Advanced Hovercraft plants (and possibly other factories) have a maxslope higher than the units it builds. - fixed
	- Torpedo Bombers added back in startvelocity and weaponacceleration tags to the weapon (missing from bugfix for some reason) to ensure torpedo reaches the target. - done

** Balance list
	- Improvement in agility for Advanced bombers (Phoenix and Hurricane - especially Hurricane) -done
	- Improvement in turret turnrate, weapon turnrate and tolerance for most AA units -done
	- A few L2 units still need a bit more armour - done
	- Small increase to L2 gunships armour - done
	- Nuke bombers increased armour by 20%, big reduction in metal cost, bomb reload is now 25 seconds - done
	- Scudd and Precluder Mobile tactical nuke launchers cost to fire increased, reload increased to 24 and 30 seconds respectively - about a 50% increase - done
	- Core Temman rockets range reduction - done
	- Core Berzerker (L3 Rocket hover) has INSANE range on its rockets. This is more of a bug really since it was never intended to have that much range, but the unit is incredibly overpowered as a result... range reduced to 800 (from 2400!) for next version. Also reload increased to 1 from 0.5. 	- done/fixed
	- Arm Thor is far too slow. Will also get minor remodel of its arms. Will look at armour/metal values once speed is doubled... It is supposed to be a counter of sorts to the Krogtaar. - done
	- Increase Commander's build distance to match L3 constructors - done
	- Standardize build distances - a few were way out! L1 constructors have about 60, L2 have about 90, L3 constructors and the commander: 120. - done
	- Core ARV - massive cost reduction! I just happened to compare its cost to the Fark and realised what poor value they are. I've cut the costs, halved the buildtime, boosted the nanolathe to the same as construction vehicles (better than the Fark), and gave it a mild speed boost to make them more useful. - done
	- Famine and Pestilence nuke silos reduce the weapon cost and reload time to make them more worth building. - done
	- Dora and Terminator nuke cannons reduce range to about 10000. It's currently around 13	-14k. - done
	- RFDS and Screamer L3 AA units' weapons make unitsonly like flakkers to minimise damage to friendly ground units. Increase reload time on Screamer so it matches damage per second of Arm counterpart. - done
	- Shooter and Stalker reduce visual ranges. They are still very good visual spotter units, hopefully now not too good. - done
	- LLTs about 15% boost on weapon range. - done
	- HLTs 10% increase in weapon and LOS range. - done
	- Artic and Viper 20% increase in weapon and LOS range. - done
	- Luger and Pillager minor cut to range, to 850 from 900. This also applies to Rebels, Infidels, Shockers, Maussers and Slicers, which all use the same artillery weapons, unrestricted (or less restricted) by the script-slowed-reload that Lugers and Pillagers have. - done
	- Core Howie small cost boost, along with small armour boost. Also added an accuracy component to the weapon, so it doesn't hit every time - until it becomes veteran. - done
	- Scudd and Precluder missiles removed tracking. Tracking made them a bit too good... - done
	- Arm Mavericks 10% increase in range. I want to give these a point of difference from Zeus, Fidos and Killer Machines... - done
	- Arm Penetrator 30% reduction in metal cost. 1822 metal instead of 2604 metal. They have just over half the range of an Annihilator, they are outranged by Shooters, they do much less damage than Annhilators with a slower reload, and even at 1822 they are very poorly armoured for the cost - so I hope they are not too good now! I'm hoping to see these as more often-used support units. - done
	- Core Gargoyle mobile doomsday machine reduced metal cost to 1750 from 1950 in line with the Penetrator's new cost. - done
	- Core Defiler 25% boost to weapon range. It was shorter than I intended, this should make them much more useful. This change also affects the Core Infidel for the better. - done
ALL SONAR AND RADAR UNITS energy making and useage have all been adjusted downwards substantially. ESPECIALLY mobile radar/sonar units, which were double, triple and more production over the stationary counterparts. This means radar and sonar costs less to run, and also means they are no longer far more cost effective energy producers than solar panels! - done
	- The Core Sumo gets its own weapon back. Similar stats to the current Viper weapon (and the original Sumo weapon) but shorter range than the Viper's (yet significantly longer than the original Sumo's). - done
	- Dragonfly and Falcon L2 air transports siginificantly increased in cost - by about 250%. However, Armour also increased by 100%. They were far too cheap for what they could do. - done