Changes :

V1

- Phaer Rhan Com bunker vehicle changed to command vehicle class .

- Phaer Rhan Gun Tower requirements altered to remove the need for a com bunker .

- New Phaer Rhan weapon added for Exterminator and Ranger units - the Neutron Detonator, basically an MDM mortar that does massive damage to non armoured units and structures in quite a large radius (may need a bit of balancing work done).

- New Phaer Rhan weapon the Bolt Lance added for  the leveller a powerful railgun type weapon with a 250m range designed for use against buildings and heavily armoured targets.

- Mechana Constructor converted to true hover constructor class (ODF updates submitted by commando).

- Mechana Scav converted to true hover scav class (ODF updates submitted by commando), invisible tracks removed from XSI, hover altitude increased from 1 to 5 . 

- Mechana Saucer converted to assault hover class (ODF updates submitted by commando), invisible tracks removed from XSI, hover altitude increased from 1 to 4 . 

- New Phaer Rhan Unit Added - The Vanguard, a hover assault tank armed with a single cannon hardpoint that uses the same weapons as the incinerator, also comes with 2 special hardpoints.

- Removed footstep sound from scuttles due to complaints about how annoying the original sound was - I may replace this with a more suitable sound if I can find one .

V2:

- Phaer Rhan repair drone updated to proper hover craft status, invisible tracks removed from the model, (ODF updates submitted by commando).

- handling of Phaer Rhan vanguard unit improved: 

   pitchPitch = 0.0 //nose up []
   pitchThrust = 0.o //nose down []

- Fixed eyepoint issue with the vanguard and added engine flames.

- Explosion names for phaer rhan pilot weapon Pgblsta shortened to try and fix crash discovered by commando in the private beta.

- Added new mechana vehicle Ovserv - service truck (named mechanic), not used in any missions yet (I'll probably use it in the MPI/IA AIP's).

- Fleshstorm.cfg updated with new parameters posted by commando.

- FSpilots folder added.

- PathingType = 0 // -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3 = Tracked, 4 = Flyer added to pvserv and ovserv odf's under [CraftClass]


- Added the following values to the PR and Mechana service truck odf's :


    // Individual classification tweakers
    serviceSTs = 1
    serviceCraft = 1
    serviceBuildings = 1
    servicePilots = 0
    serviceOther = 0

   good idea ? yes/no

- Reduced Phaer Rhan factory in size by 10% and moved hp_vehicle and hp_powerup further away from the main mesh, this should stop units getting caught up in the building.

- Changed build requirements for the Vanguard, now needs an institute.  

V3:

- Added the line flashName = "pgblsta_c.flash" to pgblsta_c.odf as another possible fix to the problem mentioned under V2, fix suggested by red devil.

- Made some tweaks to FS02 - A tactical withdrawl, the opening segment of the mission where you have to wait for the APC's should be a little easier.

- Vanguard engine flame geometry fixed by commando.

- APC's in FS02 made a little faster so you shouldn't have to wait so long for them to exit the map. 

- Included experimental Mechana - WMD IA map .

- Fixed typo in scion v scion IA AIP . 

- Reduced the number of early attackers in the mechana vs Phaer Rhan IA AIP file, also slightly reduced the mechana scrap cheat. 

- Added a bunch of icons for the mechana


v4

- friction_coef = 0.45 added to incinerator ODF ( fix suggested by red devil)

- The following values (submitted by red devil) added to the leveller ODF:


   AIomegaSpin = 1.0
   AIomegaTurn = 0.6
   AIvelocForward = 11.0AIvelocReverse = 4.0
   AIaccelThrust = 6.0
   AIalphaSteer = 2.0

   COLLISION_RAISE = 0.5
   SUSPENSION_MIN = -0.1
   SUSPENSION_MAX = 0.5
   SPRING_FACTOR = 3.0
   DAMPING_FACTOR = 1.5   // critical damped
   TREAD_STATIC_FRICTION = 2.5

- The following values added to mechana service truck ODF (changes suggested by commando).

    objPush = -0.0f // Used while servicing. Factor based on distance from truck to target
    objDrag = -0.0f // Used while servicing. Factor based on target's velocity

- mass = 242503 // The mass of an ISDF walker added to all mechana units

- changed AI on OVmisl from 
   aiName = "TankFriend"
   aiName2 = "TankEnemy"

  to :

   aiName = "RocketTankFriend"
   aiName2 = "RocketTankEnemy"

- Icon and wireframe added for the Vanguard.

- added some build requirements to the mechana com bunker and guntower for IA, better just check this hasn't broken the mechana AIP's for IA and MPI.

- Updated mechana WMD to feature random Phaer Rhan assault groups.

- Increased collision radius of mechana units.



v5:


- increased collision radius of some mechana units again, walker = 60, cruiser = 60, beam drone = 40

- Made Phaer Rhan Assault groups optional for Mechana WMD .

- Included new option to ally or unally the Swarm with the other AI races in Mechana WMD .

- Created new version of Mechana Tech tree for the player in Mechana WMD, tweaked unit costs, armour levels and build times.

- Added the option for the EDF to build a bomber bay in mechana WMD .


v6:

- Added Doom bay and neutralizer to the mechana tech tree.

- Added Spitfire weapon for Phaer Rhan Vanguard/Incinerator.

- Fixed Mechana WMD DLL so that the EDF will build the bomber bay (it should at least load the correct AIP file now anyway).


v7:

- Changed the team colour of the EDF side in mechana WMD so that it's easier to tell them from the blackdogs.

- Added Thruster special for the Vanguard. 

- Fixed Doom Bay to remove adjacency requirements also reduced the price to 150.

- Added Glow Texture and multiplayer skin for Vanguard.

- Increased collision radius on Vanguard and Mechana Scav to 40.

- Changed collision radius on Mechana constructor to 8 and increased speed.

- Added option to enable/disable service trucks for the AI teams in Mechana WMD.

- Reduced size of Mechana power generator by approx 50% for the human team ( should help to make Mechana bases a little easier to negotiate).

- Added another random Phaer Rhan assault group combo to Mechana WMD.

- reduced size of Mechana Com building for human team and added a terminal.

- Added dummy wireframe images wire_svscour3.tga,wire_svscour01.tga,wire_tspilo.tga, to prevent some false error reports occuring in log files. 

- Toned down effects on mechana bomb explosion in an attempt to fix a weird graphical glitch that I noticed ( haven't yet tested to see if it works though ) .


v8:

- Removed Scion teamcolor from Mechana WMD.

- Added the following lines to the mechana com bunker odf:

MinViewDist = 10.0  // If specified, minimum height of commbunker view
MaxViewDist = 300.0 // If specified, maximum height of commbunker view

- Made the Mechana extractor upgradeable .

- Fixed mechana Constructor deploy animation .

- Mechana factory, swarm, recycler and all 3 swarm factory models tweaked by greenheart to fix problem with the orientation of the unit being built, swarm factories tweaked again by me, still don't appear to be working quite right (units still seem to get caught on the building when moving to the dropoff), giving the factory a collision__hc object may help this.


V9:

- Phaer Rhan repulse cannon updated by APCs R Evil .

- Added Collision__hc object to swarm factories, built units still seem to behave slightly oddly when moving to the dropoff.

- Itemised the mechana build menu from the factory for the human team.

- Added new Mechana unit - The Beast .

- Added new Mechana minelayer unit - the saboteur.

- Fixed typo in Blackdog minelayer ODF discovered when creating the mechana minelayer unit ( the unit had two classLabels - minelayer and wingman ).

- Added a turret unit to mechana build tree. 


v10:

- added new mine weapon for mechana minelayer, ( now lays mines more rapidly and mines are more powerful ) .

- added icons for Mechana minelayer, turret and the Beast. 

- Renamed some of the Phaer rhan voiceover files because they were possibly too long. 


v11:

- added Leveller weapons to Phaer Rhan arsenal list.

- changed the collision radius of mechana beam drone to 15 from 40, the battle cruiser from 60 to 20,the landstrider from 60 to 25,the missile drone from 2 to 10,the saucer from 2 to 10, from 40 to 15 for scavs and 8 for extractors from 1,the beast from 10 to 20, the hellfire from 4 to 15,

- the mechana minelayer made to move faster.

- Greatly increased speed of mechana beam drone in order to make it a little more useful for the player.

- Fixed problem with mechana turret hp_eyepoint orientation.


v12:

- Swarm guntowers updated by commando to show swarm damage effects instead of flames. 

- Swarm thermal missiles updated by commando for versions 1.3pb3a and later, they now won't damage friendly units.

- Swarm larval+juvie brooder (human side - tvBrood_L and tvBrood_J ) AI changed to :

  aiName = "RocketTankFriend"
  aiName2 = "RocketTankEnemy"


This needs to be tested as it may prove to be a better AI process for all brooders to use. 

- all 3 human side intruders (tvTank) AI process changed to:


   aiName = "TankFriend"
   aiName2 = "TankEnemy"

this may also prove to be an improvement.

- Shot delay on Phaer Rhan demolition cannon increased slightly.

- Shot delay for the Phaer Rhan Bolt Lance Reduced slightly.


v13:

- Tweaked the collision radius of most Phaer Rhan buildings and vehicles. 

- Changed AI of all player team (Tv) swarm instigators to 

   aiName = "RocketTankFriend"
   aiName2 = "RocketTankEnemy"

not sure whether this will be a good change or not please test.

- Reduced the scan range of the swarm neural cluster to 550m from 750m.

- Tweaked collision radius of all swarm units and buildings ( both human and AI variants) many units had no collison radius setting at all. 


v14:

- Greatly increased the shot delay on the swarm scuttle mine from 3 seconds to 15.

- Reduced shot delay on blackdog minelayer mine from 20 seconds to 9, the unit should now be a lot more effective.

- Updated all of the mechana Instant Action and MPI AIP's to use some of the new units available and to also use the smaller versions of the buildings used in mechana WMD (not yet tested - overkill ? ).

- Leveller physics tweaked by Red devil, may need some further adjustments I saw one stuck on a slope for a short while although it did eventually free itself.


v15:

- Added Bump Map textures for all Phaer Rhan units and buildings.

- added support for Phaer Rhan in MPI on the human team, dll modified by spiritplumber. 


v16:

- fixed some more Phaer Rhan audio file name lengths. 


V17:

- added a variety of different minefield turrets for phaer rhan.

- gave upgraded swarm infusers isSingle = 1 flags to (hopefully) prevent being able to build multiple buildings (untested). 

- updated Fs3way.dll to obey proper win/lose conditions (untested).

- added FS3way to the map list in the IA shell.

- Add lifespan settings for pspilo,tspilo and bspilo .