Sunteți pe pagina 1din 5

ACM ANY version 1.41 (27.07.

2011)

Changes:

1. added compressed lasers and penetrator drivers. Both are large weapons that act
like polyrised (shielded) plasma. 2-b and 3-b versions are also available. NO OTHER
SIZES FOR THESE WEAPONS WILL BE ADDED.
2. fixed a missing Suspended animation from tarkas bio-col.
3. increased pop-grownth from 0.50 to 0.75. Not a great change, but this will
increase the pace a bit.

ACM ANY version 1.40 (27.12.2010)

Changes:

I`ve lost my original notes containing 1.38 and 1.39 updates (non-releaesed due to
minor changes), so this time only notes of the recent changes:

1. re-introduced doomstars by replacing wraith mount type by beam. This became


possible after introducing projector-type weapons based on beam mounts in 1.37
update.
2. fixed wrong missile trail for morrigi detonating fusion torpedo.

ACM ANY version 1.40 (27.12.2010)

Changes:

I`ve lost my original notes containing 1.38 and 1.39 updates (non-releaesed due to
minor changes), so this time only notes of the recent changes:

1. re-introduced doomstars by replacing wraith mount type by beam. This became


possible after introducing projector-type weapons based on beam mounts in 1.37
update.
2. fixed wrong missile trail for morrigi detonating fusion torpedo.

ACM ANY version 1.37 (22.07.2010)

Changes:

This update includes major changes to weapons, beam sats, human gameplay and other
stuff.

1. humans now use missiles as all other races - with turrets as standard mounts. No
specialized sections/sats.
2. beam sats were replaced by normal sattelites that use projector mount/s instead
of large ones. This was made to free up some mount types.
3. doomstars were removed.
4. fixed zuul wraith ship. This should now collect and transfer slaves as normal.
5. improved effects of mass drivers.
6. added zuul raider cr and gunboats. Raider is available after commerce raiding
research.
7. fixed missing descriptions and names of the new sats.
8. fixed some other minor bugs.

ACM ANY version 1.36 (11.07.2010)


Changes:

1. added morrigi police interceptor, hunter and enforcer.


2. all police carriers were replaced by heavy assault carrier models (even human!).
3. DN police carriers wil not happen to be in ACM. Human DN was removed.
4. improved defence sattelites. Now each player can build CR sized basic sattelite
as DE-class sat and DN basic sattelite as CR-class sat.
This greatly increases player`s chances to defend their planets.
5. some effects were improved.
6. added new weapons: pd ap cannon, pd phased blaser, medium and heavy phased
blaster (even more rapid fire versions).
7. fixed some wrong arcs.
8. added some extra links, mostly in cybernetics tree and in weapons trees.
9. reduced by 2 all life times of all torpedoes.
10. replaced herald`s weapons with ACM ones.
11. fixed weird bug with torpedo trail effects.
12. fixed missing link from combat algorythms to AI (visual link).
13. fixed Liir fixed mounts model (wrong gun node placement).
14. reduced plasma beam range to 600.
15. replaced human CR freighter and Q-freighter models.
16. fixed morrigi heavy beam projector turret/barrel models.
17. fixed hiver asteroid monitor (wrong model, section file etc.).
18. replaced plasma, fusion and am ball torpedo effects with new ones.
19. fixed missing tech links.

ACM ANY version 1.35 (31.05.2010)

Changes:

1. increased pd cannon and pd blaster range (600, 800 respectively).


2. fixed liir drones. They now have less-poly model that wont hung CPU when
docking.
3. fixed liir spinal section.
4. fixed dump fire missing model bug. Needs restarting.
5. added police interceptor, hunter, enforcer and CR police carrier for Hivers,
Tarkas, Liir.
6. replaced human freighter model with a more detailed and better-looking one.
7. added some pd-capable small mounts for some tarka CR sections.
8. added all changes that were introduced by SOTS ANY 1.8 update.

ACM ANY version 1.34 (04.2010)

Changes:

1. fixed weird bug with missile trails. Redesigned all missile and torpedo trails,
made them less particle-intensive.
2. increased command points provided by all armada controls. They were lowered a
long time ago, now they are matched with vanilla ones.
3. fixed crash caused by nanite biomissile.
4. fixed a techtree bug where one entry had multiple morrigi chances.
5. fixed some other minor bugs.
ACM ANY version 1.33 (7.03.2010)

Changes:

1. reduced siege weapons` climate hazard damage.


2. significantly reduced death explosion range and damage.
3. added 10 new weapons for heavy beam mounts.
4. removed 'AP lasers' and 'AP gauss' techs.
5. adjusted hiver`s missile launching speed and dumpfire time.
6. updated data files to match 1.72 update.
7. added experimental Police Carrier for humans. It requires colonial police tech.

ACM ANY version 1.32 (24.02.2010)

This update includes 1.3 version with all its fixes and changes.

Changes:

1. fixed a major bug with techtree model - all of the techs that were added since
ANY were gun in previous ACM updates (assuming that this error occured in 1.0 or
1.1).

ACM ANY version 1.3 (11.12.2009)

Changes:

1. fixed techtree showing planetary assault tech in fission era. It was not
unlocking dropships until fusion era regardless of being available in fission. Now
this tech only shows up in fusion era.
2. all mines received +100 HP. This makes them less susceptible to pd fire and thus
to be more useful in ACM.
3. added new types of COL weapons:
- acid/nanite COLs. These are huge corrosive/nanite containers that are propelled
by massive rocket drive towards its designated target. Explosion produces a huge
and highly agressive cloud.
- nuclear, fusion and am cluster COLs. These are default COL weapons that depend
on drive technology. Each cluster COL burst into large cloud of small bomblets to
maximize damage over large area of space.
- added missing implosion and gravity cracker cols.
- emp COL. A small emp generator that overloads all systems of ships caught in its
enormous explosion. An abbility to target empty space means that this weapon is
extremely effective against large groups of enemy ships.
- thumper COL. A projectile that pushes enemy ships in area of effect by emmiting
powerful gravity waves. A good way to break enemy formations.
- flock COL. A reworked original COL weapon that launches 12 tiny gunbots at
targeted area. Gunbots are very fast and dodgy. There are two types of gunbots -
basic with one small strafe mount and heavy with one medium strafe mount.
4. added 5 new technologies for new COL weapons.
5. fixed nanite missile. It was using corrosive missile damage type instead of
nanite one.
6. added models for all new COL weapons.
7. added models for all gunbots.
8. reworked and added some particle effects (mines, cor/nan missiles, thumper etc.)
9. added human heavy col DN section.
10. slightly remodelled human light armor CR.
ACM ANY version 1.2 (30.11.2009)

Changes:

1. changed energy lance research order. Now energy lances start from weapon for
medium mount, that unlocks tech for large mount. Large mount leads to small and
heavy beam mounts.
2. added missing sheilded plasma weapons techs (polaryzed plasmatics).
3. changed pursuit section model for humans. It now contains one medium and 4 small
turrets instead of its previuos strafe weapons.
4. added de strafe command section with 4 small strafe mounts for humans.
5. replaced all spinal and large fixed weapon mounts for all races with large
strafe mounts. This was done to free a so-needed weapon mount type for new weapons
in future updates.
6. added new technologies for future weapons: focused lasers and penetrator
drivers. Both are blank tech witch unlock nothing at this moment.
7. added fusion drive requirement for drop ships. They are too powerful to be used
in fission era.
8. tweaked human cr strafe section. It now has 4 medium strafe mounts instead of 8.
9. hiver cr fixed command section now has 2 large and 2 medium strafe mounts
instead of its previous weapons.
10. all spinal mount ships (except human) now use modified models (that may cause
problems as they were not tested properly).
11. replaced Liir drone models with more detailed and nice looking onces.
12. increased all drone HP!

ACM ANY version 1.1 (30.10.2009)

There is an updated manual available here: www.okim.nickersonm.com/sots/manual.htp

Changes:

1. introduced new particle weapon - particle pulse cannon (PPC). This is a short
ranged auto-fire (3 shots) particle cannon for close and medium ranges. It was
designed to 'fix' a lack of short ranged firepower for particle-dependent races.
Each shot is 55% less powerful than of normal particle cannon.
2. particle cannon was changed to become an energy based sniper cannon. It now has
increased accuracy at longer ranges and very bad targetting at close ranges.
3. particle accelerator cannon was changed. It now uses PPC projectiles (both
effects and profile) and fires 35 shots instead of 20. It is also a short to medium
range weapons. Added new technology for PPC. PAC technology is now accessable after
PPC.
4. changed effect of human and tarka advanced blaster cannons. These now fire
bright red-yellow projectile instead of older pale-red.
5. fixed minor errors with weapon icons and weapon models (mainly basic blaster
cannon).
6. fixed double-barreled light emitter problem with absent barrel model.
7. reduced pd cannon projectile speed from 600 to 450.
8. increased population grownth modifier from -0.1 to 0.2. Planets in ACM grow too
slow...
9. increased bounty for capturing and destroying CR freighters (150000 and 75000
accordingly).
10. increased drop ship cost to 50000. Thats a very effective and deadly weapon, it
should cost accordingly...
11. fixed missing models for 2-barrelled light emitter weapons.
12. slightly changed drone attack behavior.
13. added human dump fire missile turrets for medium and large weapon mounts.
ACM ANY version 1.0 (23.10.2009)

Changes:

1. better understandable version numbers for ACM updates. Current version is 1.0
2. changed armor choices for all races.
- all sections are now allowed to use all armor upgrades (tankers can use
adamantium armor for example);
- only armor sections as well as doomstars and flagships are allowed to pick two
types of armor simultaneously (tritanium armor AND reflective armor for example).
All other sections can use only one armor type (tritanium OR reflective armor for
example);
- Liir and Morrigi can use stealth armor in addition to any other armor types
(tritanium AND reflective AND stealth armors for flagship for example);
- Zuul consider all their ship sections as armor sections for armor choice purposes
(this means that they are much better protected than other races!).
3. fixed problems with planetary gravity generator tech.
4. adjusted pd weapons.
- pd cannon. damage 20 per shot, 5 shots in salvo, range 500, av. deviation 0.5,
speed: 600 (20x5=100 against nuclear torpedo`s 250 hps, bad accuracy);
- pd blaster. damage 15 per shot, 5 shots in salvo, range 800, av. deviation 0.05,
speed: 900 (15x5=75 against nuclear torpedo`s 250 hps, good accuracy);
- pd laser. damage ~100 per shot, 1 shot, range 600, beam weapon (100 against
nuclear torpedo`s 250 hps, excelent accuracy).
5. fixed duplicate 'morrigi: x' entries in techtree master file.
6. emitter weapons were slightly improved.
- damage increased by 1.25;
- range increased by 1.25;
- number of 'branches' each weapon creates was increased by 2.
7. doomstars now each has 3000 crew and 250000-270000 mass.
8. tarka hunters now benefit from AI and fire control upgrades (choice options). In
addition they are considered 'armor' class sections for armor choice purposes.
9. fixed some typos in weapon files (such as 3,5 instead of 3.5).
10. added new blaster cannon for all races. This is a large weapon that is
available from start. Race-dependent blaster cannons that were previosly available
from start now require advanced blasters tech.er cannon for all races. This is a
large weapon that is available from start. Race-dependent blaster cannons that were
previosly available from start now require advanced blasters tech.

Enjoy and report any bugs as always.

S-ar putea să vă placă și