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Version 17

07/05/10

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Stardock wanted to include Queller with their Impulse distribution of Total Annihilation, so why rest on my laurels?

ADDITIONS

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* Corrected CORE Hover AI to properly weight nuke use.

* Removed heavy laser, Toaster and Buzzsaw use from the CORE non-metal sea profiles.

* Added scout planes to Hover profiles.

* AI only builds enough scout planes to get air armada moving.

* CORE and ARM now have different approaches to the early game on air maps.

* AI more likely to defend against a raid if it goes Kbot first.

* Urban had incorrectly used LowMetal as a template when it should have used Hover (based on TA Bugfix profile allocation).

* NEW PROFILE: AcidWind. Created as a clone of Acid with wind power in place of solar. This is for TA Bugfix.

* NEW PROFILE: Huge for TA Bugfix. Similar to default but with a greater love of air power and ARM liking Berthas less.

* NEW PROFILE: Small(Win) for TA Bugfix. ARM has been modified for this profile while CORE should play the same as default leading to subtle differences in how they approach these maps.

* Removed scout planes from most non-air profiles.

* Decoy Commanders now correctly limited by difficulty level.

* CORE vehicle plant now correctly limited at Easy.

* Removed duplicate references to floating metal makers.

* LowMetal profile removed as Default seems to handle these maps just fine.

* Major overhaul of the CORE side of SeaWind with some minor revisions to ARM.

* SeaWind now used as a basis for SeaBattle overhaul.

* Removed the Acid profile as TA Bugfix no longer contains reference to it and all but one OTA map using it is better suited to Default.

* Added support for AI Pack 6 (AI Krogoth), AI Pack 8 (AI resource generator). These can be downloaded from either moddb or FileUniverse.

PROBLEMS

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* MMM's get built on Metal maps occasionally. This is likely due to the generic race weights and cannot be fixed without a total overhaul of the AI.

* Currently Sea_Miss and SeaMMiss are only copies of the SeaBattle and MetalSeaBattle profiles respectively.

* Sometimes the AI will build more factories than it should at lower difficulty levels. This appears to be a hardcoded issue.