Devnull Mod Gold
Version 1.71
Date: 19.05.2005
SE IV Gold version 1.91

originally by Devnullicus and others (HreDaak, VernMcC, Elwood Bluze, Derek, Mephisto, Talenn,
Lucas, Daynarr, Deathstalker, Suicide Junkie, GodEmperor, Dracus, Q, SunDevil, Henk Brouwer,
Andrey Taskaev, Nerfman, and probably more)
revision for SE4 Gold by Rollo & Geoschmo
currently maintained by Rollo


Description
===========
The Devnull Mod is a collection and amalgamation of many mods and ideas from various authors.

With the permission of the original author/editor Devnullicus the Devnull Mod has been
revised and updated to the Gold version of Space Empires IV for the new CD release. This
readme only refers to the Gold update and later changes of Devnull Mod. Please check previous
readme (on the bottom of this text) for more details. 


Installation
============
Extract (unzip) the .zip in your SE4 folder using the "All Files," "Overwrite Files" and "Use
Folder Names" options (i.e. the default settings for winzip). This will place all the new
files in the appropriate subdirectories under the new "DevnullModGold" folder.

We recommend the use of the Mod Launcher by Matryx to play Devnull Mod. This way you don't
have to deal with or worry about path.txt files.
The Mod Launcher is available on the SE4 Gold CD and the Sharpnel Games Forum.
For details how to handle path.txt files, please refer to the older readme below.


Notes on Fyron's Quadrant Mod (FQM)
===================================
Since version 1.70 of Devnull Mod new system types, quadrant maps and stellar abilities from Fyron's Quadrant Mod 1.13 have been added. The maps that created with FQM are labeled as such. All the default maps and their stellar abilities remain unchanged.

NOTE: when using maps from FQM, it is best to choose good (large) homeworlds. Medium homeworlds can result in screw-ups during player placement and you (or the AI) might end up on a huge non-breathable world or some other weirdness.

Credit and thanks for FQM goes to Imperator Fyron, of course. Please refer to the readme_FQM for more details.


Notes on Space Monsters
=======================
As of version 1.60 the Devnull Mod features Space Monsters. If you want to make use of this
feature, you will have to add the Monsters to the game with "add existing empire" during the
game setup. The Monsters have been given a personality number of -1 in an attempt to prevent
them being chosen as a random race. While it is very rare that they are added to a game by
random, it is not 100% sure. So, if you want to make sure that there are no monsters in the
game and looking into the players list in the option menu would spoil the game for you, you
can temporarily remove the .../DevnullModGold/pictures/races/monsters folder before the game
setup.  

Credit for the Monster graphics go to:
Andrs Lescano: Dragon, Wasp, energy monster, components and weapon display
Damien Lescano: Cephalopeia pictures
Dogscoff: Giant Worm
the creators of the Godzilla movies: race portrait and sound
Thanks also goes to Puke for valuable input in creating the monster hulls/components. 


List of Changes from version 1.40 
=================================
Version 1.71
19.05.2005:
* Changed - Added in Imperator Fyron's smoothed population modifiers.
* Fixed   - The Create and Destroy Storm components are now destroyed on use.
* Fixed   - Added more slots to all of the formations to keep ships together better in combat. New formations thanks to Imperator Fyron.
* Changed - Anti-Fighter Missile range/damage and chance to hit.
* Fixed   - Temporal Space Yard Facility Component Repair.
* Changed - SystemTypes.txt, StellarAbilityTypes.txt and QuadrantTypes.txt to FQM Standard 1.22
* added   - ruins tech: artificial stellar moon to the new FQM
* Changed - Repair cost

Version 1.70 (special thanks to Quikngruvn, Marc Angstadt, and Fyron)
05.09.2002:
* new AI files for United Flora
* corrected typo with roman numerals for splinter armor
* corrected typo in description for accelerated psychic sensors III
* reduced the to hit bonus of Accelerated Psychic Sensors (APS) to 15/25/40, but they now have their own component number and will stack with normal combat sensors
* removed tech requirement sensors from APS
* added bogus ability "Drop Troops" to APS
* changed: engineering department can only be used on ships
* changed damage of bio fanatic and tech requirements
* added bio fanatic II and III
* added vehicle size: drop pod, a 1kT troop for the bio fanatic
* corrected some typos in events.txt
* added Hyper-Reflex Device, additional defense bonus that will stack with ECM, stealth armor, etc., temp/org combo (ability for AI: Resource Generation - Minerals)
* added Biokinetic Shield Disperser, reduces shields for all ships in combat, psy/org combo
* changed range/damage for plasma bolt I and VII
* changed damage for electrical discharge I at range 1
* changed emissive armor values to 11-61 and lowered the cost somewhat
* fixed typo in Traber formation
* improved planet_types.txt for all updated AI
* corrected typo in monster habitat
* increased the cargo of satellite bays II + III to match the size for medium and large sats
* lowered number of tech levels for mines to 3, because level 4 and 5 didn't yield anything
* put station engines in the engines group and talisman in the sensors group, too many component groups were annoying
* restricted Emergency Propulsion to ships only, so they won't show when designing bases
* removed shield requirement from harmonic shielding
* moved mini-PDC to weapons component group
* moved spirit crew quarters to vehicle control component group and changed family number. Crew quarters will now upgrade to spirit crew quarters.
* added new ruins tech: artificial stellar moon
* added new images for the stellar moon and submitted them to the image mod
* added extra huge planet size and included new planet images for them from the image mod by Suicide Junkie et al. 
* doubled cargo space for domed colonies
* lowered mine laying rate for Mine Layer I/II to 3/4, raised cargo of mine layers to 15/40/75
* raised the mine limit to 500 per sector
* raised size and cost of biocrystal armor
* increased happiness modifier for higher level medical labs (same as urban pac center)
* increased cost for non-organic medical lab by 150%
* added wisdom shrine, rel/psy crossover tech, system bonus to research and intel 5/10/15
* changed all training facilities to system wide, reduced experience gain for non-psychic training centers to 1% per turn and increased their cost
* raised bonus for Mineral Scanners, Radioactive Colliders and Eco Farms to 20/40/60, makes Robo Factory less of a no-brainer
* added system training facilities to all updated AI files
* tweaked research of some AIs to get training facilities sooner
* added abilities to stop warp point manipulation and star destroyers to the System Gravitational Shield Facility (like standard SE4)
* added new system types, quadrant maps and stellar abilities from Fyron's Quadrant Mod 1.13
* added new formation for Sonne race
* new race added: The Sonne, shipset by Marc Angstadt
* changed weapon sounds (updated to sounds from SE4 Gold)
* changed image of shield regenerator and mini shield regenerator
* lowered tech requirement for spirit crew quarters
* reordered components file
* reduced cargo for drone launcher I to 100
* changed reactive armor to target seekers and units, raised range and lowered damage
* changed image for psychic stun crystal
* raised seeker speed for psychic stun crystal III to 6
* raised seeker resistance of crystalline torpedo
* added somewhat generic contruction_unit files to all updated AI

Version 1.63
05.07.2002:
* changed family numbers of hardened shield generators, mini regenerators, harmonic shielding,
  and base engines, because designs would not upgrade correctly
* fixed typo with harmonic shielding. now displays correct roman numeral
* added redundant tech requirements for armor III, so the AI uses armor III instead of scatter
  armor (AI now prefers armor III to hardened shield generators I also, but will choose HSG II
  or ablative armor I over armor III)
* fixed typo where biocrystal armor II & III required Psychic Tech instead of Crystalline Tech
* added solar sails for drones
* added quadrants without black holes, because the AI doesn't handle damaging WPs well 

Version 1.62
27.06.2002:
* raised damage for Heavy Bombardment Missile III to 250
* added defense bonus to drones of 50% (same as standard SE4)
* new monster version 1.11
* reduced base cost for Phased Energy Weapons from 20k to 10k
* lowered damage and range for PBB I-IV, PPB V remains unchanged
* changed tonnage of shield generator I to 40kt
* raised shield value of normal shields to 100/150/225/300/400
* lowered shield value of phased shields to 100/150/200/275/350
* lowered tonnage of shard cannon to 30kT as in standard SE4

Version 1.61
18.05.2002:
* bugfixes, changes and new stuff for monsters (see monster readme for details)
* changed: AI will turn MEE when score is 10x that of second place 

Version 1.60
27.04.2002:
* changed drone engines family number to 4009, because ships would upgrade to drone engines
* added monster racial trait
* added monster tech and components
* added basic intel tech area
* added monster defense intel and made basic intel a requirement for all other intel projects
  that didn't have human intel
* added basic intel to research for all non-monster AI
* added monster AI files and pictures
* cut down costs of drone engines
* new AI files for UkraTal and XiChung

Version 1.51
16.12.2001:
* changed small weapons to values of the unmodded game
* changed emissive armor
* deleted classic emissive armor
* changed pulsed mounts
* reordered sat mounts
* changed/reordered spinal & HEF mounts
* changed uni-colony and removed universal colonization from tech areas
* fixed anti-fighter-missile display
* corrected typos in tractor beam, stealth armor, fighter engines
* added star - unstable ability to ablative armor
* changed seeker resistance of CSM I to 25
* changed family and weapon numbers of Rippers (2091, 91)
* changed family and weapon numbers of Incinerator Beams (2092, 92)
* removed satellite engines, because they aren't working
* changed description of barge engine, since it is working now
* changed meson blasters (added 4 levels)
* changed torpedoes (added 2 levels, singularity torpedoes, family 2094, weapon number 94)
* removed spaceyard ability from engineering department and halved its size
* changed: all engines carry 500 supplies, higher level engines use less supplies
* changed: escort carrier is available with fighters 1, reduced speed and hull cost
* changed: ark ship is 400kT and has -30% on maintenance, available at ShipCon 4
* removed filler tech and universal colonization from AI research
* set all research percentages to 34 for all AIs
* added research for not connected state for all AI research
* corrected typos in Taera general AI file
* removed filler tech from tech areas
* changed colonizer designs for AI
* changed number of default units/ships to 5000/1000 per player
* Added drone tech to several data files. Components, vehicle size, default design.
* Added Gold version settings fields to settings and AI settings.txt files
* Created Drone Engines that are drone specific and changed exsisting engines to be ship
  specific. This eliminates engines from showing up in design screen for bases, when they
  can't be used anyway.
* Changed Base Station engine to type of Base Engine
* changed weapon numbers of sprint and external missiles to 85,86
* changed damage of mine warhead I to 160, mine warhead II to 180, and mine warhead III to 200
* changed min/rad cost of mine warheads to 150/300, 100/200, 50/100. As warheads become more
  advanced, mines can be built faster.
* added station engine II
* changed costs of stellar construction components. generators 50k, cable/plates 10k
* added additional Gold version settings and fleet options (SE4 Gold 1.57)
* changed typo(?) that made fighter bomber available before assault fighter. Also changed
  ability description for fighter bomber and heavy assault bomber to match the actual ability
  value.
* changed number of computer players added to game at game start. More races, less neutrals.


AI updates
==========

The following standard AIs have been rewritten by Rollo, races in the same line belong to a
"family" and share most of the files:
* Cue Cappa, Abbidon
* Norak, Toltayan
* Eee, Drushocka, Praetorian
* UkraTal, XiChung

* the Amonkrie and Fazrah have been revised by Geoschmo 
* a Devnull Mod version of the Space Vikings by Dogscoff & Rollo has been added
* Space Monsters AI by Rollo
* new AI for United Flora, shipset by Henk Brouwer & AI by Rollo
* new race added: The Sonne, shipset by Marc Angstadt, AI by Rollo

New empire files (.emp) have been created for all revised races. All old .emps have been
deleted as they might cause errors under the new SE4 version. While we recommend to use the
updated races, not-updated ones can still be selected by random in the game setup.
Look for future patches of Devnull Mod Gold for more updated races, new races and features.

		
Thanks
======
Rollo thanks Devnullicus and everybody else involved in creating the original Devnull Mod,
Geoschmo for reviving it, and of course Malfador Machinations for creating SE4 in the first
place.


Web pages
=========
see what's new on the Devnull Mod Gold, look for updates and ask questions on Shrapnel's forum: http://www.shrapnelgames.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=23;t=006157


Contact
=======
For suggestions, feedback and bug reports about Devnull Mod Gold you can contact Rollo (snickelsen@web.de).


**********************************************************************************************
Readme from version 1.40
**********************************************************************************************


DevNull Mod Version 1.40
========================
This is a mod for Space Empires IV version 1.49

Revision Notes
==============
This mod is the brainchild of Devnellicus, and the result of many long hours of work by him and many others. Unfortunatly, real life has intruded upon Devnellicus to the point where he can no longer keep up with the work involved in revising this mod for current versions of SEIV. 

With his permission, I have taken up the task of updating it for the current version, with the hope that it will be ready in time to be included with the new SEIV CD that Sharapnel is planning on releasing.

Changes will be kept to a minimum, and I will rely on the help of the original contributors as much as possible. It is not my intention to reinvent the Devnull Mod, only to update it to playability with the current versions, and to perhaps make some minor changes that take advantage of new features in SEIV that would have been done had they been available before.

According to Devnellicus' notes for version 1.31, there were significant changes to components in that version and changes were not made in the Ai files to account for this. I have not yet made any such changes either. Because of this the Ai may not perform particularly well under Devnull version 1.40.

Priority will be given to making the changes neccesary to optimize the AI for use with the current version of Devnull Mod. Any assistance in this regard would be appreciated, escpecially by those individuals that were original contributors. All are welcome to assist however. 

Geoschmo

Installing DevnullMod
=====================

(1) Unzip this file using the "All Files," "Overwrite Files" and "Use Folder Names" options 
    (i.e. the default settings for winzip).  This will place all the new files in the appropriate subdirectories under the new "DevnullMod" folder.


Un-Installing DevnullMod, Method 1
==================================

(1) Copy the "original Path.txt" from the DevnullMod folder to your Space Empires IV folder.

(2) Delete the "Path.txt" in your Space Empire IV folder.

(3) Rename the "Original Path.txt" now located in the Space Empire IV folder to Path.txt.

(4) The game will now run with it's default settings. The "DevnullMod" folder is still present.
You can either delete it now or keep it to reinstall DevnullMod if you desire to do so. To 
re-install DevnullMod, follow the instructions for un-install but use the "DevnullMod    Path.txt"instead. 

Alternatly, you can use Matryx's Mod Picker utility to switch between versions. This is the prefered method. It eliminates the need for dealing with the path.txt files at all.


Un-Installing DevnullMod, Method 2
==================================

(1) Open "Path.txt" in your Space Empires IV folder.

(2) Alter this line

Using Mod Directory                                               := DevnullMod

to

Using Mod Directory                                               := None


Installing other MODs
=====================

Make sure to install all other MODs you download into the "DevnullMod" folder and do not edit or override 
the "Path.txt" in your Space Empires IV folder. Following these instructions makes sure you don't cripple 
your DevnullMod installation involuntarily.  BEWARE: Overriding any files in the "DevnullMod" folder may 
disrupt your DevnullMod installation!


Files Used in this Mod
======================
-All of them.  Every one.
 If you want to combine other mods with this one, you'll need to combine the files
 manually.  I highly recommend using the ExamDiff tool in the SE4 forum, posted by Dubious.
 http://www.shrapnelgames.com/ubb/Forum25/HTML/000019.html


Thanks to
=========
-A special thanks to Nerfman for helping me to beta test this mod.  His help has been invaluable and is the reason
 that a number of bugs got caught as well as the source of a number of good ideas.  Thanks Nerfman!


Permissions
===========
-Any Modification made to any file (except those listed below) in DevnullMod can be used, modified, deleted,
 or mangled in any way you see fit.  It's all public domain.  Since this is an amalgamation of mods from many 
 people (including myself), it WOULD be courteous to give credit in your mod as to where the original 
 material came from, as I have tried hard to do.
-The ONLY exceptions to this are the following:
 -Artwork for UnitedFlora and Taera (you'll need to contact the artists directly).


===============================================================================================
Mod Version: 1.40
Mod Author: Devnullicus (devnull@devnullsoftware.com)
Revisions By: Geoschmo (dayton_dragons@yahoo.com)
Release Date: November 17, 2001

Modified settings.txt file to make compatible with version 1.49

Added Modinfo.txt file for Compibility with Matryx's Mod Picker

Note: According to Devnellicus' notes for version 1.31, there were significant changes to
components in that version and changes were not made in the Ai files to account for this. I have
not yet made any such changes either. Because of this the Ai may not perform particularly well
under Devnull version 1.40.

Priority will be given to making the changes neccesary to optimize the AI for use with the
current version of Devnull Mod. Any assistance in this regard would be appreciated, escpecialy
by those individuals that were original contributors. All are welcome to assist however. 


===============================================================================================
Mod Version: 1.31
Mod Author: Devnullicus (devnull@devnullsoftware.com)
Release Date: May 16, 2001

Note:  There's some pretty significant changes to components this version, but I do not have time to update the AI
       to use these changes.  I will be updating the AI for these changes in version 1.4 (as well as all the planned
       new changes =) ).  This version is mainly intended for human vs. human play.  Nonetheless, except for some
       missile changes, the AI >SHOULD< need very little tweaking to do ok.  Use these changes with the AI's at
       your own risk, but the risk should be small.  (How's that for slippery?  =) )

Mods By Devnullicus:
-Reworked Small Weapons to do more reasonable damage.  Fighters should not overwhelm ships in 1 hit any more.
 Zeno42's Component Modder with the new feature of range/size/damage ration is an invaluable tool!  Thanks Zeno!
-Reworked small weapons to be more equivalent to their large counterparts in number of weapons and tech levels
 required.
-Decreased mini-point defense cannon damage to be more balanced with other PD weapons
-Put all missile types (external mount/heavy/sprint in their own weapon families so that AI could differentiate
 between them and make better designs)
-Reorganized Components.txt a little more (I missed some weapons at the end last time)
-Took off top two levels of armor/ablative armor.  Too powerful.
-Changed cost of Pulsed mount to only be 150% instead of 200%
-Added some new mounts to Satellites, bases, and Weapon Platforms (ER, Pulsed, and High Energy Focus)
-BUGFIX: fixed description for High Energy Focus mount
-BUGFIX: Fixed description for Pulsed mount
-BUGFIX: Fixed descriptions for light mounts on satellites, weapon platforms, and bases so that they don't talk
         about being only allowed on escorts or larger =)
-BUGFIX: Removed Armor "ability" from Mini Point-Defense Cannons as it was causing AI to make screwy designs 
         with way too much PD.
-BUGFIX: Ablative armor should only be available for larger ships (ship/sat/base)
-BUGFIX: Fixed Space Yards Components (Base and Ship) to have the restriction "One Per Vehicle".  The AI
         ignores this in it's designs (due to a bug in SE4, I think), but nonetheless, the restriction should
         be there for when the bug gets fixed.
-BUGFIX: Fast Courier movement was limited if there were no crew quarters, so I made crew quarters a required component
         of the vehicle.  Raised the hull size to 210 kT to compensate.
-BUGFIX: Made Temporal Shipyards the Same Facility Family as Regular Shipyards and gave them higher roman numerals
         so now space yards upgrade correctly when you research temporal shipyards.
-BUGFIX: CueCappa DesignCreation file was putting armor and shields on mines (?!)

 
==============================================================================================
Mod Version: 1.3
Mod Author: Devnullicus (devnull@devnullsoftware.com)
Release Date: May 10, 2001


Mods By Devnullicus:
-Updated data files for SE4 version 1.35
-Updated mod to reside in it's own directory instead of overwriting SE4 files
-Modified Light Weapon Mounts slightly as they were a bit overpowered.  Reduced range by one.
-Made all missiles half size, +25% cost.
-Significantly raised seeker damage resistance for heavy bombardment missiles to make them worthwhile
-Slightly increased sprint missile damage
-Reduced sprint missile seeker damage resistance
-Raised supplies used by missiles significantly
-Since missiles are so much more deadly, races now start with point-defense I.  Military Science will still 
 have to be researched to get Point-Defense 2+, Anti-Fighter Missiles, and Mini Point-Defense.
-Made supply storage 10 tons instead of 20 to help make it fit better and be more useful.  Halved the supplies
 stored with each component.
-Increased supplies stored by higher-level engines
-Split up point-defense weapons into two groups -- one for seekers and the other for seekers/fighters/satellites.
-Added mini point-defense cannons for very short-range point defense.
-Increased anti-fighter missiles range, damage, and hit mods in order to make them viable.
-Added Reactive Armor to Psychic Technology Tech tree.  As regular armor with a 1-shot super Point-defense 
 built-in
-Added Splinter Armor to Crystalline Technology Tree -- low cost, easy-to-research (relatively) ablative armor
 with the properties of crystalline armor as well.
-Added Small Crystalline Armor I/II/III
-Created a new technology: Monolithic Construction - prereq Construction.  Monolith Facilities now
 need this tech instead of Stellar Manipulation.  Ring/Sphere World Placement Pods and Cables/Plating now need
 this tech as well as Stellar Manipulation.
-Revamped costs of many components in an effort to make the game not quite so skewed toward just minerals.  Raised
 the amount of radioactives used on many things, reduced the amount of minerals on many things, and raised the
 amount of organics on some things.  This changes the balance of the game somewhat, but I believe it's a good
 change overall.  I will be continuing to tweak these values as I play in order to balance them more.
-Significantly reduced cost of a number of small weapons to make the costs consistent with their damage output.
-Gave new components good pictures and switched a few old component pictures.
-Re-ordered components.txt file to streamline ship design
-Modified description of satellite engines and barge engine that they don't currently work because MM has
 hard-coded that satellites cannot do combat movement and bases cannot do regular movement.
-Modified Plasma Missiles making them more damaging, longer range, and faster reload.  Also increased their
 tech level by 1.  This was to make them worthwhile compared to Capital Ship Missiles.
-Modified races to use new technology and completely rebuilt their research queue and vehicle construction files.
 -Abbidon
 -Amonkrie
 -Cryslonite
 -Drushocka
 -Eee
 -Fazrah
 -Jraenar
 -Krill
 -Norak
 -Piundon
 -Sallega
 -Sergetti
 -Terran
 -Toltayan
 -UkraTal
 -Xiati
 -XiChung
-Modified Q's races to use new tech (re-did research queue)
 -CueCappa
 -Phong
-Added New Races:
 -United Flora.  Uses Organic and Psychic Technology both.  Shipset by Henk Brouwer, AI by Devnullicus
 -Taera Republic.  Uses Organic and Crystalline Tech both.  Shipset by Andrey Taskaev, AI by Devnullicus
-Added Emp files for all races: 2000, 3000, and 5000 point options
-Modified Settings.txt to make "Quick Start" option available for all races.
-Added a little utility program (ListFamilies.bat) that will analyze Components.txt and create two files 
 (Families.txt and WeaponFamilies.txt) so that we can keep our families in order =)  This script is REALLY badly
 written, but hey, it works and it only took me 20 minutes =)  You need to have Perl installed on your system
 and in your path to run this script.  If you don't know what that means, go to www.perl.org.  Eventually, I'll 
 get around to writing it in C++ so everyone can run it.
-Changed cost of Applied Research to 50000 (from 100000).  It was too high of a cost for too small of a benefit.
-Changed cost of Mineral/Organic/Radiation Extraction to 25000 (from 50000).  Again, too high cost for too small
 of a benefit.
-Made higher-level Base Ship Yards back to 400kT because AI will not build larger bases than space station (for
 some unknown reason), so they would never use the higher-level base shipyards.  When they got the tech, the AI
 would build SpaceYard bases (space stations) and not put any yards on them because they were too big.  *sigh*
 Stupid AI.
-Changed ship sizes a bit
 -Heavy Cruiser made into a 600kT ship
 -Battle Cruiser made into a 650kT ship
-Added/changed a number of mounts (most hull sizes have a different mount now and they should be all 
 relatively balanced with eachother)
 -Heavy Ship mount now allowed on Battle Cruisers or better (rationale: BC's should be as fast as cruiser but
  able to mount BB weapons)
 -Spinal Mount has slightly lower tonnage requirements (x8)
 -Added Dreadnought Mount (x3 cost, x2.5 tonnage, x5 damage, +2 range, -20 hit, 1000kT min ship size)
 -raised damage on Massive Mounts (x7)
 -changed stats on Deathstalker's new mounts to balance with the rest of the mounts (see below)
-BUGFIX: fixed emp files for Abbidon, Cryslonite,Eee, and Fazrah.  This was an MM bug.
-BUGFIX: re-ordered new enhancements in CompEnhancement.txt because apparently the order that they're listed in
         the file is meaningful.
-BUGFIX: made family unique for all new seeking parasite missiles so that AI upgrades work 
         correctly  (really, I actually did this time...honestly)
-BUGFIX: fixed typo for vehicle type with satellite engines that was causing them to not show up for use
-BUGFIX: made the families and roman numerals for
         plasma charge -> hyper plasma charge,
         electric ray -> lightning ray
         acid globule -> enveloping acid globule
         be consistent to help the AI upgrade correctly.
-BUGFIX: Fixed Neutral races to take out racial trait - rock colonization (etc)
-BUGFIX: Made Anti-Fighter Missiles actually act as Point-Defense Weapons.  Apparently, even though you set a
         weapon as having point-defense ability, you STILL have to set it's weapon-type to "Point-Defense".
         So, no seeking Point-Defense Weapons.  Ah, well.


Race AI Update 1.02 by SunDevil
-Updated AI/Aggressive, AI/Defensive, and AI/Neutral Politics,Anger,Settings Files
-Updated Politics, Anger, and Settings files for all standard races
 1. Increased overall Intelligence and Research production.
 2. Made the more peaceful races more forgiving and easier to give out and keep treaties.
 3. Made the more aggressive races less forgiving and less likely to keep treaties.
 4. Updated all ai_anger files with minor corrections.


New Race AI, construction, etc files by Q:
-for CueCappa and Phong.


New Events by Dracus (from EyeCandy v1.02)
-added approx 20 new events, many of them good to balance all the bad events.


FillerTech by GodEmporer:
-added FillerTech 1,2,3 to allow for AI races to make better research queues


Selected mods from Pirates & Nomads v1.5 by Suicide_Junkie:
-made emissive armor soak 80/90/100 to make it worthwhile (esp. since emissive armor seems to be broken
 in general (only the first hit gets 'emissed', and even then if the damage is > the emissive value, it all
 gets through).
-"normal" shield generators provide the amount of hitpoints that "phased" shields used to. Normal shields are 
 now only on odd tech levels, 1/3/5/7/9. Phased shields are available on even tech levels, and provide 
 slightly more hitpoints than the previous normal (at techs 2/4/6/8/10). Normal and phased Shield generators
 I/II/III/IV/V provide 1/2/3/4/5 points of shield regeneration.
-Shield Regenerators - Available on even tech levels. Provide bonus shield points equivalent to one turn of
 regeneration.
-Split up Small Armor into Small Armor I/II/III
-Split up Small Emissive Armor into Small Emissive Armor I/II and upgraded it's armor value
-Split up Small Organic Armor into Small Organic Armor I/II/III
-Interspersed Small Shields and Small Phased Shields and gave them slight regeneration
 (NOTE: Unit shield regeneration is not currently working in SE4)
-Improved Range of higher-level Wave Motion Guns (range now 8/10/12)
-Kamikaze warhead I/II/III do 60/120/180 damage.
-Added Ablative Armor I/II/III/IV/V (AI will not seem to use this armor -- no idea why not)
-Tachyon Dampener. 30Kt, 100 hitpoints. Will absorb a fraction of weapon-destroying attacks.
-Hardened Mini-Shield Generator I/II/III. 10kT, provides 25/45/65 shield points, regenerates 2/4/6 points/turn. 
 Provides 20/30/40 armor points. Requires shield tech level 3/6/9. Requires Armor tech 3/5/7.
-Mini-Shield Regenerator I/II/III. 5kT, regenerates 2/3/4 points per turn. Requires shield tech level 5/7/10.
-increased max armor tech to 11
-Added new combo-tech components
 -Telepathic Armor I/II/III
 -BioCrystal Armor I/II/III
 -Bio-Engineered Fanatic (Troop Cockpit)
 -Psychic Stun Crystals I/II/III
 -Accelerated Psychic Sensors I/II/III
 -Harmonic Shielding I/II/III
 -Spirit Crew Quarters


Emissive Armor Classic by Suicide_junkie:
-Added Emissive Armor Classic.  Not working yet because emissive armor in general is screwed up.  But when
 emissive armor gets fixed, it should negate the first X points of damage every hit, taking that X off of the
 damage that gets through (currently if the damage is greater than the emissive ability of the armor, the full
 damage goes through).


Mount Mods by DeathStalker:
 -Mounts for weapons have been added to give each of the different ship sizes different roles in combat instead 
  of 'bigger ship, bigger guns' that exists now. 
  -Destroyers have extended range weapons (+25% cost, +2 Range, -10 to hit)
  -Cruisers have Pulsed Weapons (+25% to hit, +25% damage, +1 rng, +100% cost)
  -High Energy Focus Mount has been added for Super-Dreadnoughts  (2x tonnage, 4x cost, 5x damage/Supplies, -4 Range, +50 to hit)


Point-Defense Mount by Daynarr:
-Added Daynarr's Point-Defense mount mods for Weapons Platforms and Bases.  Increases range of Point-Defense Weapons
 for these units when these mounts are used.


Default Planet-Types by Daynarr:
-Revised default AI_Planet_Types file to tweak planet selection for AI.


Intel_Fix 1.1 mod by Lucas:
 This modification is designed to make the AI players' use of Intelligence more effective.  To help the AI, 
 I have restricted them from using less effective Intelligence projects, or projects 
 (like "Force Concentrations") which they aren't clever enough to use effectively.

 To gain access to all of the Intelligence projects, be sure to research "Human Intel".

 If you don't research "Human Intel", then the only Intelligence projects you will have access to will be the ones I have restricted the computer to using, which are:

 Ship Bomb
 Crew Insurrection
 Cargo Bomb
 Anarchy Groups
 Puppet Political Parties
 Technological Espionage
 Technological Sabotage
 Intelligence Sabotage
 Counter - Intelligence Level 1
 Counter - Intelligence Level 2
 Counter - Intelligence Level 3

 
====================================================================================================================

Mod Version: 1.2
Mod Author: Devnullicus (devnull@devnullsoftware.com)
Release Date: April 7, 2001

-Updated for SE4 version 1.30

====================================================================================================================

Mod Version: 1.1
Mod Author: Devnullicus (devnull@devnullsoftware.com)
Release Date: Feb 24, 2001

-higher level engines now store more supplies.  They are terribly underpowered for the price
 currently.  This is one attempt to remedy that.  Originally done in Talenn's Mod for v1.11, I liked
 the idea and am considering expanding on it.
-added satellite maneuver jets
-added small ship yard capability to engineering dept.  They are not worthwhile for the tonnage used
 so far, so this is an attempt to make them desirable.
-BUGFIX: Ark Ship changed to need less space in colony modules (because of change to colony module size earlier).
-BUGFIX: Small Ext Mt Missiles had the wrong vehicle type (Fighter should have been "Ftr/Trp/Drone")
-changed small ext mt missiles to require ext mt missile technology
-BUGFIX: fixed name for small ext mt missiles III
-seriously downgraded range for small ext missiles to make them more in line with other fighter-type weapons.
-added small ext mt seeking parasite
-BUGFIX: made bases only able to have a limited number of station engines
-added new mounts for missiles to satellites, bases, and weapon platforms
-added light mounts to satellites, bases, and weapon platforms
-made spinal mounts slightly larger and more expensive.

====================================================================================================================


Mod Version: 1.0
Mod Author: Devnullicus (devnull@devnullsoftware.com) and many others from the ShrapnelGames GamesMods area.
Release Date: Feb 7, 2001

This is a huge mod that combines the work of many other people, and where I could, I have tried to denote credit.

To use this mod, simply overwrite the folders in your Space Empires IV folder with the files in this mod.
I highly recommend keeping a backup of your current files -- just in case.

Since this combines the work of so many other people, I have put this all into CVS, a build system that will help
me organize changes in the future.  Since I now have this set up, I am willing to be sort of a clearing house for changes to this mod.  Please feel free to write me at devnull@ad1440.net with any changes you make to this mod.  I will continue to support this mod and would love to see it grow and prosper as I feel this is a very good mod with some very useful new technology and a number of game balance mods and AI improvements.

Here is a list of the mods being combined and what their effects are:

Mephisto's Mods 1.61
  -Fixed a bug that prevented the AI from build more units later in the game.
  -Fixed a bug that prevented the AI from building intelligence facilities.
  -Added a new file with design names. In long games the AI was running out of names and stoped designing new 
   ships.
  -Fixed a bug that prevented the AI from using Combat sensors and ECM. That fixes a bug in SE4 1.19 as well.
  -All AI races have been modified to use equipment such as Combat Sensors, ECM and Quantum Reactors. Generally
   ships have been tweaked to be more efficient.
  -took out EarthAlliance race as I wanted to stick with the standard races for this version of the mod.  Besides,
   I could not find a usable .emp file for any other races after adding the racial traits for colonization (see
   below)

Derek Mods 1.11  (DavesMods)
  -SystemNames.txt, Systemtypes.txt, & Quadranttypes.txt were not modified by me, but by Macondo, but I use them, also. 
   They add quite a few systems types and quadrant types, along with new names for variety
  -TechAreas.txt
	-Added 'External Mount Missile Weapons'
	-Increased Ship Construction maximum level to 11 from 10 (to fit in all the ship sizes)
	-Increased starting level of Applied Intelligence to 1 (I think Intel should have a higher priority/effect in the game)
	-Increased Medical Technology  maximum level to 6 (to fit in Medical Facilities here instead of in Organics)
	-Increased Missile Weapons maximum level to 8 (to make room for Heavy Bombardment Missiles and Anti-Fighter Missiles)
	-Added Engineering as a tech area, maximum level 1, rqmt of Repair TL 1 and cost of 50000 (for engineering departments)
	-Added Deep Space Mining, to allow for Prospector and Mining Base hulls.  Max level 2, cost 10000, prerequisite Construction TL 1
  -Vehiclesizes.txt
	-Changed Frigate to 250 kT, and changed all the values for it from 200 to 250, also changing the harder to hit mod from 30 to 25
	-Added Corvette, at 200 kT, tech level 3, and 7 max engines
	-Added Heavy Destroyer, at 350 kT, tech level 4, 6 max engines
	-Raised Battle Cruiser tech level to 7
	-Added Heavy Cruiser at tech level 6, 700 kT, 5 max engines (on the theory that a heavy cruiser is slower and lower tech than the fast,
	 lighter, higher tech BC)
	-Added Super Dreadnought, tech level 9, 1250 kT, 4 max engines (on the theory that DN's and SD's should stay together in speed)
	-Made DN 10% easier to hit in combat, and SD 20% easier to hit in combat
	-Changed name of Baseship to Monitor, and made it 30% easier to hit instead of 40%, but increased tech level to 10
	-Added Super Monitor, tech level 11, 2000 kT, 1 max engine, and 40% easier to hit
	-Added Escort Carrier, Ftr TL 2, SC TL 5, 500 kT, 7 max engines
	-Added Ship Construction (SC) at TL 5 for Light Carrier requirement
	-Added Ship Construction (SC) at TL 6 for  Carrier requirement and changed name to Fleet Carrier
	-Changed Heavy Carrier name to Assault Carrier, raised weight to 1300 kT, added SC TL 7 as a requirement, reduced max engines to 3
	 (keeping with DN's and SD's), and added 10% easier to hit disadvantage
	-Added Ark Ship at SC TL 5, 500 kT, as a bigger colony ship
	-Added Fast Courier, SC TL 4, Propulsion TL 4, 200 kT, 30% cargo requirement, 8 max engines, no Crew Quarters, only Bridge and
	 Life Support
	-Changed name of Small Fighter to Light Fighter
	-Changed name of Medium Fighter to Interceptor
	-Changed name of Heavy Fighter to Assault Fighter, and raised TL to 4
	-Added Fighter-Bomber at Ftr TL 3, 35 kT, +70 to hit (precision aiming), -40 to get hit, 7 max engines, 2 life support
	-Added Heavy Assault Bomber at Ftr TL 5, 50 kT, +70 to hit, -30 to get hit, 5 max engines, 2 life support
	-Added Prospector, a 200 kT mining ship, that has 3 engines, Deep Space Mining TL 1 and Ship Construction TL 2, 90% reduction in
	 maintenance, but -80 offense and defense.  Designed for remote mining.
	-Added Mining Base, 500kT, 2 engines, DSM TL 2, SC TL 5, same as prospector.
  -CompEnhancement.txt
	-Added Heavy Fighter Mounts.  1.5 the weight, twice the damage, only used on Fighters 25 kT or larger
	-Added High Yield Missiles.  2x weight, 3x damage, but -2 on the range, to account for the instability of the high yield explosive
	-Added Spinal Mount.  9x the weight, 15x the damage.  -10 to hit because weapon mounted down spine of ship, and must turn ship to fire.
	 800 kT or larger ship required, because that is Battleship weight (I consider BB, DN, SD, MN & SM to be 'Ships of the Line')
	-Changed descriptions of all larger ship mounts to list what ship type or larger they are used on (i.e. Light Cruiser or larger for large mount)
	-Changed Massive Ship Mount to 1500 kT minimum (Monitor or larger)
	-Added Light Ship Mounts.  Half the tonnage, half the damage.  150 kT or larger
  -Components.txt
	-Added External Mount Capital Missiles.  Same stats as equivalent Capital Ship Missile (I-V) but weighs 10 kT as opposed to 50 kT,
	 but can only fire once in each combat. Family 2053
	-Added Heavy Bombardment Missiles (I, II, III) at Capital Missile TL's 4, 6, & 8  These have 18, 19, & 20 maximum range and
	 do 600 damage at all ranges, weigh 100 kT, and have a seeking speed of 4 (slow)  Family 2054
	-Added Engineering Department.  Weighs 100 kT, acts as an Auxiliary Control, repairs one component per turn, and adds one extra
	 combat movement.  Family 99
	-Added Anti Fighter Missile (I, II, III).  Weighs 30 kT, does 50 dmg at all ranges (max range 8, 11, 14)  Seeker speed 10 (fast), point defense,
	 targets ftrs/skrs/sats  Family 2055
	-Added Small Ext Mt Capital Missile (I, II, III)  Weighs 10 kT, does 75, 100, 125 dmg at 8/12/16 range, seeker speed 8, targets ships/planets,
	 mounted on fighters, reload rate of 30 (once per combat)  Family 2056
	-Changed seeker speed for all Capital Missiles (including external mount) to 6  I hate that some ships can outrun missiles!
	-Added Sprint Ship Missiles (I-V)  Small warhead, but better ECM and faster.  Does half the damage of a Capital Missile, but has seeker
	 speed of 12 and twice the damage resistance (to reflect better ECM)  Tech levels are 1 higher than equivalent CM, everything else is equal.
	 Family 2057
	-Changed mine layers, fighter bays, and satellite launchers as follows.  Each one can still only launch/lay 1 of specified item per COMBAT turn,
	 but can lay/launch 5 per GAME turn.  As each game turn is 0.1 years (36 days!) I see no reason why they could only lay/launch one fighter or
	 mine or satellite in 0.1 years.  The combat turn limitation makes sense, but the game turn does not.  This might alter game balance, but I think it 
	 makes much more sense.
	-Added in Daynarr's anti-proton beam changes.  These give APB's slightly more range, and slightly more damage.  It makes them more
	 balanced in my opinion, and since the AI often uses them, makes the AI more challenging.
	-Made Shield Regenerator V equal to 20 kT, which is the tonnage of the rest of the Shield Regenerators, instead of 30 kT
	-Increased tonnage structure value of small armor to 5 from 3.
	-Increased tonnage structure of all regular armors by 10 kT.  This makes armor more viable/useful, which goes along with it's increased research
	 cost as per v1.19  In addition, this has the side effect of making armor piercing weapons more useful
  -Facility.txt
	-Changed the tech dependence for Medical Labs from Organic Technology 1, 2, 3 to Medical Technology 2, 4, 6

Elwood Bluze:
  -Added in a number of quadrant types using his fewer-planets scheme.  Some people have noted a preference for fewer planets in the game, and these
   quadrants have them.  There are also no moons or black holes in these quadrants.

VernMcC:
  -added the Stellar Manipulator Barge, a base that can have one engine attached with enough storage for one ring/sphere world component.
   Useful for not having to make 11/21 space yard ships and move them to the star.
  -added a special barge engine added to components that allows for a move rate of 1.  Usable only on bases
  -modified other engines so they can only be placed on ships. Keeps anyone from making a 2010kt ship with a quantum engine.
  -added some base ship yards under the assumption that an orbital ship yard would be the best ship building solution. They can only go on
   bases but the third will produce as much as a third planet side space yard and repair 10 components. They get large and expensive though,
   so pay attention to space and cost.

HreDaak version 1.01
  -This is a mod to help AI in general and especially on two problems:
	1) Minefields
	2) Black Holes
  -Colonization technologies changed so that they are Racial traits. Remember to choose
   ONE at the beginning of the game.
  -Removed tech levels 8 and 9 from Planet Utilization. Atmospheric plants II,III were causing
   unnecessary upgrading frenzy problems for AI. The only Atmospheric plant available is 
   on Planet Utilization level 7. It converts planets atmosphere in 25 turns.
  -Added Universal Colonization technology which is researchable after you have researched
   Planet Utilization TL 7.
  -Universal Colonization tech gives you a component which allows you to colonize all planet
   types.  This is mainly to help AI in its long range colonization problems.
  -Removed minesweeping component from the game. Added minesweeping ability to point-defense
   component. This change was done to help AI cope with minefields. Upped also the amount
   of point-defense components on AI ships.
  -Mines are a little smaller now. Small 5kT, Medium 10kT, Large 15kT.
  -Explosive warheads technology level at start is now 0. It also costs more research points now.
  -Mine warheads costs were upped, they now cost much more radioactives than before.
  -Removed ability to launch mines from planets. Too easy to protect planets with mines.
  -Added small Phased Shields for fighters/troops.
  -Added small Organic Armor for fighters/troops.
  -Upped the research costs for Phased Polaron Beams.
  -Changed Shard cannons to fire once per round and upped their tonnage from 30kT to 40kT.
  -High Energy Magnifiers have ability to Skip armor now. Reduced their damage slightly.
  -Crystalline Torpedo damage upped slightly. Reduced tonnage to 40kT.
  -Fixed the 'bugs' that prevented AI updating its designs when some components were researched. These components
   now have different Roman numerals. Mainly this concerns engines and shields.
  -Added new component called Base Station Engines. This component will give 1 MP for 
   Bases in combat. You can add more than one but this gives no additional benefit.
  -Added range modifiers for weapon platform mounts (direct fire only).
  -Changed Satellite sizes. Small 80kT, Medium 120kT, Large 160kT.
  -Added Heavy mount for satellites. Available only for Large Satellites (direct fire only).
  -Added range modifiers for Satellite mounts (direct fire only).
  -Added 13 new population modifiers in Settings.txt.  These should help make ring/sphere worlds more valuable
  -Changed the Maximum Number of Systems in Settings.txt to 254.  This has some wierd effects -- large clusters
   don't work at all anymore and other types hve some problems too.  But in general, seems to make better
   universes.
  -Removed damaging warp points from game. They were causing huge problems for AI.
  -Modified the Mid-life Quadrant type to have more systems with planets, and less systems
   with black holes/asteroid belts/destroyed stars.
  -Upped monolith productivity so that the AI will use them later in the game.
   Also moved them 1 level up in the Stellar Manipulation tech tree to balance this. 
  -Requirement to research HE-Discharge weapons has been lowered to Propulsion TL4.
  -AI files in general are changed to reflect all these changes...

Devnullicus:
  -Fixed some errors with Sprint Missile V (name, seeker speed, seeker dmg res)
  -added new missile types for organic tech to make it equivalent (or better) than regular missile techs
  -Added Organic Medical Labs (same as med labs, but based on Organic technology -- essentially added original
   med labs back in so that Organic Tech wasn't shafted by change in Dave'sMod)
  -External Mount Missiles was a bit powerful to start off with, so I changed it to start at tech 0.
  -There was an undocumented change to Settings.txt in HreDaak's mod that made the damage to kill a unit of
   population equal to 20 instead of the original 10.  Since there was no documentation for this in the mod and 
   I don't understand the rationale behind it, I took it out.
  -Added to the seeker speed of Plasma Missiles to make them more in line with the new missile changes in
   Derek's Mod.
