Dark Nova Mod:
http://wiki.spaceempires.net/index.php/Dark_Nova_4

v4.32
Changed HEF mount (Reduced to-hit bonus to +0, reduced damage from 900% to 750%)
Changed Light Mounts to -1 range, 45% damage.
Added verion of special mounts (Low Grade, Premium, etc.) Mounts for Bases and satellites(increase range by 2 & to-hit bonus by +20%)
Reduced ranges of all hull size specific mounts by 1.
Increased repair rate of SY Complex
Adjusted City Facility costs to be better in line with each other (build costs reduced, output increased)
Re-catagorize Homeworld facilities into appropriate catagories
Increased HEF Point Defense Mount drastically but only for Point Defense Lasers now.
Remove Standard Weapon Platform
Changed transport, colony ship, carriers and CHON hull speeds. Slight decrease.
Removed Battle Squadron-2 hull
Removed Tiny-2, Medium-2, Large-2 Satellites.
Adjusted remaining Satellites to match
Fixed Typo for Contra-Terran Engines I
Changed Flak Cannon target to any but planets (Point-Defense)
Removed Emmisive Shell
Removed Small Solar Sails/Small Laser Sails
Fixed Typo for abilities for Mass Displacer
Reduced Fighter Tech level by 1
Reduced Satellites Tech levels by 3
Reduced weapon platform tech by 1
Reduced base tech cost of some units

v4.31
Added new component family numbers to Shell Mounts
Fixed typo for Extended Range Mount ("Cost" misspelled "Caost"
Fixed typo for Aerial Colonization ("Aireal")
Changed MiniMissile mount to +25% Cost, +50% Consumption, -50% Size and Structure, -25% Damage
Changed Drone warheads to require Warhead tech
Changed Low Grade Weapon to remove comment about reducing Shield strength
Changed Light Weapon mount to -50% Cost, Size, Structure and Consumption, -60% Damage, +15% Accuracy, -1 Range
Fixed AI files
Fixed Typo "Particle Emission"
Changed High Energy Discharge Weapons to require Physics 4
Fixed typo "repels" for Energized Shell
Changed base construction costs of Light colony ships in relation to other colony ships.
Checked Miniature Weapon mount for Supply usage amount (corrected to 100%)
Changed order of Small Transport abilities to match other hulls
Cleaned up Design Type List

v4.30
Changed family numbers of unique version of racial techs and Enhanced techs to match originals for upgrading (Curtsey of Stormy)
Changed - Break out racial hull types from Standard hull type research tree
Added light and heavy versions of racial/unique hulls
Changed hull-size mounts to require Ship Construction Tech as appropriate.
Added more unique tech areas for each type of hull size.
Changed hand arms to 1st level
Updated Default Design Type list
Added larger hybrid resource facility options (home world options)
Added Intelligence City facility
added SY City facility
Reduced max engines of transports (too fast compared to other hulls)
Reduced damage of Mini-Missile mount by 20% (balance issue)
Fixed Particle Emmission spelt wrong (partical)
Increased max engines/move per engine of Light colony ship
Changed Shell tech to be level one at Medium Tech
Decreased tech cost of Shell tech
Changed racial theoretical technology to Raised level 1 (Medium Tech Start)
Added Shells catagory to all Ship Shell components
Fixed descriptions to allow PD lasers to list to-hit bonus
Added "Weapons - Special" catagory
Moved all non-seeking/non-warhead weapons that do "special" damage to special weapons Catagory.
Fixed Symbiotic armor, refraction, crystallized armor not affected by worldship armor mount
Moved airlocks BEFORE any other launch components (AI/Upgrade issue)
Moved external moor BEFORE any other launch components (AI/Upgrade issue)
Fixed typo Organic Cruiser abbrv is wrong (OCR)
Updated Flak Cannon description
Increased damage of Flak Cannon
Decreased cost of Point - Defense Lasers
Updated all Point Defense weapon to-hit bonus
-Check weapon Target Descriptions (blank?)
Changed costs of Ram scoops & negative energy harvesters
Increased return of ram scoops and negative energy harvesters
Added maintenance reduction abiltiy to ram scoops and negative energy harvesters
Added "Cleaned up" Mounts file curtesy of Stormy.
Added "Cleaned up" components file curtesy of Stormy.
Added "Cleaned up" facilities file curtesy of Stormy.
Added "Cleaned up" planetsize file curtesy of Stormy.
Fixed typo Shard Launcher II ranges and Shard Launcher IV
Adjustment to Small Ship Engine Mount
Moved Booster Rockets to END of list of propulsion systems (AI/Upgrade issue)
Fixed 250 Kt Base shell mount (was only usable for ships)
Changed Frigate Shield Mount to require lv1 Shields Tech
Changed Troop Cockpit to require lv2 troops
Changed naming of Large/Heavy colony ships to match other naming conventions
Overhaul of Mounts for balance and clarity curtesy of ekolis
Remove 'smaller' ship class weapon mounts (scout, escort, frigate, destroyer Weapon Mount)
Reduced damage slightly to Cruiser, Battleship, Dreadnought, Baseship and Worldship Weapon Mounts
Removed Hardened Mount
Improved Premium Mount (replaces Hardened)
Removed Gatling Mounts
Adjusted point defense Mounts
Added 'scaled' Spinal Mounts
Removed native/non-native colony mounts
Added native/non-native colony components
Adjusted values and names of individual and dual/Omni Colony modules
Changed Hybrid Colonization to max level 2
Changed tech requirements for Omni-Colony to Hybrid Colonization level 2
Decreased Weapon Platform Mount stats slightly
Added +30% to-hit bonus to all Satellite mounts
Removed Micro-Warhead Mount
Removed 0G fighters
Reduced fighter level requirements of all fighters by 1
Reduced max level of fighters by 1
Reduced base cost for Theoretical Technology
Changed Tech requirments for Stellar Propulsion to Propulsion 2 and Stellar Harnessing 1
Reduced tech cost for Chemical Propulsion to 1000 base.
Reduced tech cost for Propulsion tech to base 10,000.
Reduced max tech levels of Propulsion tech to level 3 (from 5).
Changed tech requirements for Atomic Power to Propulsion 3.
Changed tech requirments for Advanced Concepts to Propulsion 3 and Physics 4.
Changed sizes of all engine components (as per re-vamped propulsion system)
Changed Movement points for all engine components (as per re-vamped propulsion system)
Added/Changed descriptions to use the term "Thrust Points" instead of "Movement Points"
Changed max engines per hull (as per re-vamped propulsion system)
Added descriptions detailing number of Thrust points needed per movement for each hull.
Reduced to-hit and defense bonuses of Components (eg: Combat Sensors) to base 3 (from base 5)
Reduced all System-wide Combat bonuses from Facilities (varies between base 3-5)
Reduced Combat Defense bonus/penalties for all hulls to base 3 (from base 5)
NOTE: Combat to-hit bonus/penalties for individual weapons and Mounts are UNCHANGED (type of weapon and type of Mount are now much more significant)
Added more planet types (ranging from Type 1 to Type 24 in size)
NOTE: Type 4, 8,12, 16, 20, 24 are simply renamed of Tiny, Small, Medium, Large, Huge and Massive sizes
Reduced Hitpoints for militia to 30 from 60.
Added Auxilery control ability (One-only ability) to shells 
Changed family #'s for all Shell components (fixes upgrading issue)
Reduced hit Points for Militia units (attempt to balance ground combat)




-psychic enhancement centres don't become obsolete
-monastary/temples/shrine upgrade issue?
-Talisman upgrade issue (see Shells)
-add Devnull mod unique techs 
-change Devnull mod unique techs to 5 levels
-redo cybernetic tech
-redo neural unique tech?
-psychic Intel ability?
-More Energy Weapons (Streamed and Pulsed)
-AI design issue: troops no weapons

v4.29 (Dec 1/2010)
Changed unique/racial hulls to be same Kt as 'standard' hull size
Increase range of unique/racial hulls to include cruisers, battleships and Dreadnoughts
Increased production from hybrid resource facilities slightly
Reduced size of Shells by half
Increased power of unique versions of racial technologies
Increased all unique weapons to 10 levels
Added Improved Ionic Disperser unique weapon (smaller version of Massive Ionic Displacer)
Added Improved Shield Depleter unique weapon (smaller version of Massive Shield Depleter)
Increased power of Enhanced techs
Increased levels of Enhanced techs to 5
Added Nuclear Reactor, Fusion Reactor, Anti-matter Reactor (weaker versions of Quantum Reactor)
Reduced Point Defense damage of Mine Sweepers
Reduced damage from Point Defense Cannons
Added Supply usage to appropriate Point Defense weapons (cannons, flak, interceptor missiles)
Increased damage of Interceptor Missile Point Defense weapon
Removed colony slug ship
Reduced Colony Ship tech by 1 level
Added Mass Driver Cannon (Projectile Weapons and Construction Techs)
Added Gauss Cannon (Projectile Weapons and Physics Techs)
Added Mag-Lev Projector (Projectile Weapons and Chemistry Techs)
Added Rail Gun (Projectile Weapons and Industry Techs)
Increased levels of Projectile Weapons Tech to level 10
Added Sprint Missile (Missile Weapons and Propulsion)(staple in many mods now)
Added Anti-Fighter Missile. (Missile Weapons and Point - Defense Weapons) Seeker. targets fighters, sats, drone. CSM-tpyw dmg, long range.
Added Close Assault Missile. (Missile Weapons and Military Theory) Heavy dmg, short range torpedo. targets base, ships.
Added Heavy CSM. (Missile Weapons and Warheads) very heavy dmg, strong, very long range. larger kt than CSM.
Added Tactical Missile. (Missile Weapons and Military Science) Heavy dmg at short/medium range. light dmg at max range. Otherwise same as CSM. Heavy resistance.
Added Null-Space Torpedo (Null - Space Weapons and Missile Weapons) (seeker)
Increased slightly C.H.O.N. hull size
Increased slightly C.H.O.N. supply generation
Decreased cost of home world facilities
Decreased Tech requirements for homeworld facilities
Fixed shell components to keep all current levels of shells visible
Reduced tech requirments for Arcologies/homeworld facilities
Changed Solar Sails/Laser Sails now have Bonus Movement (if no other type of engine)
Reduced tech cost of Propulsion tech to base 25,000
Reduced chance of Unique Techs found on planets slightly
Added levels 4 & 5 for Organic Armor and Crystalline Armor
Increased range bonus and to hit bonus for Bombardment Mount
Removed range reduction from Scout Weapon Mount
Changed Fighter Cannons to target Ships, Bases and Units
Decreased research cost for Hybrid Colony Module Technology to base 100.000
Changed Crystalline Energy Disrupter Technology level to 5
Changed research cost of Crystalline Energy Disrupter technology to 10,000 base
Changed Point Singularity Generator to Direct Fire weapon
Updated component family numbers on appropriate weapon mounts for new weapons
Checked HEF/Direct fire Mounts for Point Singularity weapons (6721, 6726)
Fixed Lattice, Ceramic, Symbiotic, Living ships to match max engines as standard hulls 
Fixed Lattice, Ceramic, Symbiotic, Living ships to have same kt as standard hulls
Added value to description of all facilities that improve Happiness.
Increased rates for Solar Generators, Orbital Power Colletor, and Solar Power Generators
Increased Arcologies tech to level 9
Added homeworld City facilities to level 10
Added Monolith Facilities up to level 9
Added levels 4 & 5 for Enhanced facilities (when a racial trait finds corrisponding Unique version)
Added levels 4 & 5 for Religeous Trait facilities
Added levels 4 & 5 for Organic Trait facilities
Added levels 4 & 5 for Temporal Trait facilities
Added levels 4 & 5 for Crystalline Trait facilities
Added levels 4 & 5 for Racial Cross-over facilities
Added levels 4 & 5 for Psychic Trait facilities
Removed duplicate facility entry for Wisdom Shrines
Corrected typo on all Ceramic hulls that was stating the wrong value for maintenance reduction
Changed Phased Sulfide weapons to actually be usable.
Added Tactical Missile Weapons tech
Added Assault Missile Weapons tech
Added High-Velocity Missile Weapons tech
Added Micro Missile Weapons tech
Added Advanced Projectile Weapons tech
Added Magnetic Induction Weapons tech
Changed Scout Shield Mount to lv 2 Ship Construction
Changed all Point Defense Weapons to target all unit types & Seekers
Corrected Sprint Missiles roman numerals for level 6
Changed Sprint Missiles to less dmg
Changed Mag-Lev Projector to x2 dmg to shields
Adjusted Gauss Cannon/Rail Gun to better balance with other weapons
Changed Mass Driver Cannon damageto progress same as DUC
Changed tech requirements for Engine Overloading Weapons (to Partical Emission 4)
Restored Solar Sails/Laser Sails to orginal specs. Bonus Move ability would not work as planned
Changed Chemical Propulsion technology cheaper to research (1000 base)
Removed description from Phased Sulfide weapons regarding armor ability
Added generic .bmp for organic/crystalline battleships and dreadnoughts

v4.28 (May 2/2007)
Changed Defending Units Per Population to 10 from 50 (more militia)
Changed militia attack strength (increased)
Changed militia hit points (increased)

v4.27
changed HEF mount to work on Energy weapons only (ie: no 'physical' weapons)
Fixed Atomic Power lv 5 gives Fusion Engine II and III.
Added Drones to Light mount.
Added Drones to Normal mount (AI).
Added Drones to Scout mount.
Added Drones to Scout shield mount.
Added Drones to Small Ship engine mount.  
Added Drones to Harmonic Shielding I-II-III 
Changed Roman numerals for Advanced Supply Depot. (upgrading issue)
Reduced cost of Armor Shell.
Added Armor Shell II and III.
Added Organic Shell II and III.
Added Symbiotic Shell II and III.
Added Living Shell II and III.
Added Crystallized Shell II and III.
Added Crystalline Shell II and III.
Added Ceramic Shell II and III.
Reduced cost of Sulfide Resin Shell slightly.
Added Sulfide Resin Shell II and III.
Added Solar Collection Shell II and III.
Added Three Per Vehicle restriction to General Quarters component.
Added Shield Regeneration ability to Energized Shell.
Added Energized Shell II and III.
Increased cost of External Storage slightly.
Added External Storage II and III.
Added Emissive Shell II and III.
Increased cost of External Mooring slightly.
Added Three Per Vehicle restriction to External Mooring.
Removed cargo storage from External Mooring.
Added External Mooring II and III.
Added Absorbtion Shell II and III.
Added Stasis Shell II and III.
Increased ship shell tech to level 3.
Added Empire Names from Final Dark Nova game.
Added Empire Types from Final Dark Nova game.
Added Emperor Names from Final Dark Nova game.
Added Emperor Titles from Final Dark Nova game.

v4.26
Changed description for Stablization Mounts incorrectly said 50% cost. Should be 75%.
Increased Industry tech to lv3.
Increased range of all missiles by 25%.
Increased dmg resistance of all missiles by 25%
Increased speed of all missiles by 25%.
Changed Chemical Rockets to 5 Standard Move.
Change Particle Emission Engines to 6 Standard Move.
Changed Atomic Power engins to 8 Standard Move.
Changed all ships sizes to max engines = 25% of hull size using 15 kt engines.
Changed Advanced Concept Engines to match.
Increased Chemical Rockets Supply Storage from 1000 to 2000.
Decreased Atomic engines Supply Storage from 2000 to 1000.
Fixed Cosmic Standing Stones IV and V both had same tech requirements.
Added cargo storage ability to supply storage components (zero value).
Increased External Cargo Storage structure to 10 kt.
Changed reduction amount of all shell mounts drasticly.
Increased AI trade amount required by x2.
Increased all small engines to 2 standard move.
Increased supply storage of Small Chemical Rockets, Small Boosters to 100.
Reduced kt size of Chemical Rockets to 15 kt from 25.
Reduced size of all Atomic Power engines to 15 kt.
Reduced size of all Advanced Concepts engines to 25 kt from 50.
Increased supply generation of Solar Shell from 200 to 400.
Fixed Alpha Wave Inhibitors reload rates to 10.
Fixed Advanced Resupply bases should have 6 abilities not 3.
Fixed Cargo Compartment I = 33kt cargo space. Should be 40 kt.
Changed cargo/supply storage amounts to make bigger options more efficent.

v4.25 (April 4/2007)
DN4.final
Changed Light Colony Ship Engines/Move=1
Changed Ship Construction Raise Level to 2
Changed Scout Construction Raise Level to 3
Changed Escort Construction Raise Level to 1
Changed Colony Ship Construction Raise Level to 2.
Changed Transport Ship Construction Raise Level to 2.
Changed Base Construction Raise Level to 2.
Changed Propulsion Raise Level to 2.
Changed Chemical Propulsion Raise Level to 6.
Changed all Theoretical Tech Raise Levels to 2.
Fixed no Shell mount for 1500-1599 kt ships.
Fixed Atomic Power lv5 gave Fusion Engine 2 and 3.
Fixed Small Troop-1 allowed more than one firearm (aux control).
Fixed Resupply Tech should be lv7 max not 8.
Added AI Tag to Large Supply Storage (20 kt) and Cargo Bay (20 kt).
Added AI Tags to all Talismans.
Fixed War Dreadnaught cost was too high.
Changed Unique and Enhanced Temporal weapons to same weapon family# as racial.
Changed Enhanced organic weapons to same weapon family# as racial.
Changed Enhanced psychic weapons to same weapon family# as racial.
Changed Enhanced crystalline weapons to same weapon family# as racial.
Added 10 missing lines in settings.txt.
Fixed Fighter weapons could not use Premium Weapon Mount.
Adjusted Default_AI_Research file for extended Theoretical research.
Adjusted Default_AI_Research file for altered propulsion system.
Added AI Tag to all propulsion systems.
Fixed AI was not filling light colony ship with engines.
Fixed AI files that stop some AI's from using Intel
Fixed Typo in AI designcreation.txt files.
Fixed Type in AI Research.txt files.
Added dummy component to allow AI to design Colony Ships correctly.
Added Unique techs to AI research.txt so AI will research and use unique techs.
Changed DesignNames list for stock races to more alien sounding lists.

v4.24 (components.txt/vehiclesize.txt/techlevel.txt)
Added afterburners to be usable on drones.
Changed engines/move for Colony Slug Ship to 1.
Changed Max engines/ship to approx. 1/2 the ship (based on standard engine types).
Changed engines/move for all CHON Factories to 1/move.
Changed max engines for all CHON Factories to 5.
Changed small CHON to 600/600/600 remote mining
Changed Medium CHON to 700/700/700 remote mining
Changed Large CHON to 800/800/800 remote mining
Changed Huge CHON to 900/900/900 remote mining
Reduced size of Chemical Rockets to 22 kt.
Changed torpedo weapons research to lv4 Military Science.
Reduced seeker dmg resistance for Assault Rocket I's to 66 from 510.
Corrected Display type for Assault Rockets and Point Singularity Generators.
Corrected type for catagory for Seeking Parasite.

v4.23
Fixed Temporal tech 4 gave temporal SY (base) 2 & 3.
Added Heavy Mining Tech.
Added Recycling Tech.
Added Revitalizing Tech.
Added Resource Application catagory for techs.
Added Armor catagory for techs.
Doubled tech level requirments for all techs needing Theoretical Research.
Reduced base research cost for Scanners from 100000 to 50000.
Added Strip Mine facility (min/rad+storage).
Added Waste Reclaimation Plant (min/org+recycle).
Added Flux Capacitor (org/rad+conversion).
Added Resource Support facilty catagory.
Added aux control to all troop weapons.
Changed aux control= False 0-G Fighters and all Troops.
Changed aux Control= True for all other fighters.
Changed all Small Shield Generators to 3 kt.
Changed Shield Generator I's to all 40 kt.
Increased Smaller Weapons to lv5.
Added lv4 & lv5 all small weapons.
Increased range & dmg for all small weapons.
Changed all levels of shoulder-mount shard launcher/cannon to 1 kt.
Increased Hull cost of all fighters slightly.
Increased Explosive Warhead tech to lv5.
Increased Tractor/Repulsor weapons tech to lv10.
Added Life Support/Crew Quarters abilities to Living/Organic hulls. Requirements stay at 0.
Added more lv all theoretical techs.
Added Military Theory theoretical tech.
Changed mounts to be gained with theoretical research.
Adjusted Spinal Mount.
Adjusted TAG Mount.
Removed minimum size requirement from mounts gained from Theoretical Research.
Reduced cost of theorectial to 20,000.
Changed family number of basic arms. Was same as Neural Computer Interface.
Changed Vehicle List Override to allow Tiny Supply Storage for drones.
Renamed 1 kt flak cannons to AutoCannons.
Changed pic for AutoCannons.
Typo corrected: Airlock type fighters should be sats
Reworked Sulfide Resin shell to a scaled Shell tech component. 
Added Ship Shell Technology.
Added Shell components.
Added scaled Shell Mounts for Bases and Ships.
No issue found: advanced mil sci 4 gives hyperoptics 1+2
Removed redundant Neutral AI pics.
Change TAG mounts to Direct Fire only.
Removed all warhead family#'s from mounts that increase range.
Corrected Seeker weapons to only use image numbers 1,2 or 3.
Changed all "living" to "symbiotic" 
Removed speed bonus from all ships.
Increased max engines to speed bonus total.
Increased #engines/move for larger ships
	-scouts 1/move 
	-escorts 1/move 
	-corvette 1/move
	-frigates 1/move
	-destroyers 1/move
	-cruisers 2/move
	-battlships 3/move
	-dreadnoughts 4/move
	-baseships 5/move
	-worldships 10+/move
Increased max engines for all ships so that any ship could have as many engines as it's size can fit (ie: no set limit).
Restored remote mining DOES reduce value.
Added Unique/Racial crossover hulls (enhanced techs).
Added Unique/Racial crossover components (enhanced techs).
Added Unique/Racial crossover facilities (enhanced techs).
Added cruiserorganic.bmp and cruisercrystal.bmp to generic ships.
Change unique/enhanced for all racial techs family numbers to the same.
Changed Small DUC to Smaller Weapons tech from Basic Units.
Added Fighter Cannon, fighter to fighter weapon.
Changed Anti-Matter torpedos and Quantum Torpedos to range 8.
Increased damage for torpedo weapons.
Adjusted fighter sizes to increase evenly.
Changed all fighters to have max engines 9 (except 0-G).
Changed Battle Squadron fighters to require 2 engines/move, max 18 engines.
Change EM sensor tech to Sensors lv1 from lv2.
Added small Organic and Crystalline armor (no racial armor abilities).
Reduced bonus of combat sensors/ecm slightly.
Removed special dmg type weapons from gatling mounts (smart bomb, plague bomb, etc)
Added special mount for orbital platform to be able to have a SY.
Added small amount of storage to standard resource facilities.
Corrected family number for BSY.
Reduced supply usage of EM Active Cloaking Device.
Increased research cost of Advanced Time Management slightly (temporal cloak).
Renamed Shield Mount to Frigate Shield Mount.
Fixed Phased Polorons were increasing dmg at range.
Fixed shield mounts did not work on phased shields.
Corrected Radioactive Extraction Cities tech requirements.
Changed Interceptor Missiles to target fighters/drones/sats.
Changed Flak Cannons to target Seekers only.
Changed cost for Unique Psychic Enhancement Facility (was better than racial).
Reduced Crew and Life Support requirement for Destroyers (to 2) and Cruisers (to 3).
Changed warp openers to base 30 from base 40 range.
Corrected Family number for Small Shard Launcher.
Changed Point Singularity Cannon to Direct Fire short range weapon.
Changed Talisman of Rightousness to +100% to hit.
Added Command Quarters and General Quarters components (combines bridge, crew and lifesupport) to Shell tech.
Added description for targetting of interceptor missils
Fixed Talismans of Protection (major and minor) were identical.
Reduced carriers/transports life support/crew requirments dramatically.
Corrected Platform Construction mount to correct family# for BSY.
Corrected Waste Reclaimation Plant II was gained at lv1.
Increased battleships/dreadnoughts to +200 kt per ship level.
Increased Baseships to +500 kt per ship level.
Increased Worldships to +1000 kt per ship level.
Added scout/escort/corvette engine mount (1/2 all stats).
Changed hull costs to 2x hull size.
Removed maximum engine requirement for all ships/drones/fighters (except 0-g).
Fixed size requirments for Battleship+ mounts.
Changed family#'s for ripper/incinerator/WMG (each seperate now).
Corrected description for Small Ship Engine Mount.
Increased Slug and Light colony ships to 2 engines/move.
Added Bloodbath empire/emperor names.
Fixed neural control interface upgrades to small shard launcher.
Fixed Crystalline power supply tech (unique) lv3 gave lv3 and lv4 Quantum Power Generator.
Sorted enhanced techs with unique/racial versions (will now upgrade).
Created new propulsion systems tech areas (chemical propulsion/Partical Emission/Stellar Propulsion/Atomic Power/Advanced Concepts/Thrusters).
Added new propulsion components.
Changed tech requirements for existing engines/solar sails.
Changed tech requirements for small engines.
Changed tech requirements for Afterburners.
Changed tech requirements for Emergancy Propulsion.
Changed tech requirements for High-Energy Discharge Weapons tech.
Reduced max tech level for Stellar Harnessing tech.
Changed Stabilization Mount to 75% cost.
Restored specialized hull components (ram-scoops etc) to 4.19 stats.
Added racial crossover components (identical to P&N but with different pics).
Added racial crossover facilities (identical to P&N but with different pics).
Removed minimum size requirements from descriptions of various Mounts.
Corrected typo that prevented new resource facilities from being researchable. 
Added Spatial Rupture component.
Removed Combat Movement from Neural Combat Interface and Fighter Combat Interface.
Changed Neural Computer Interface (removed Jammer, reduced Multiplex to 2)
Changed Neural Control Interface (removed Extra move, reduced LRS to 1).
Added Cybernetics tech.
Added Cybernetics components.
Added family#'s for new engine types to mounts that affect engines.
Changed shield mounts also affect regenerators and other shield generating components.
Removed crystalline restructuring tech.
Increased resupply tech to lv8.
Decreased base research cost of resupply tech.
Removed Outpost facility.
Created Resupply I-III facilities.
Changed Advanced Resupply Facilities to Resupply Tech.
Changed Advanced Resupply Facilities to include SY addons.
Removed unique identifier for Advanced Resupply Facilities (26).
Changed tech level requirement for Quantum Reactor to lv8.
Increased chance for Ruins slightly for both Ancient and Normal systems.

v4.22 (path.txt/vehiclesize.txt/components.txt)
Reduce colony module requirement to 30%.
Added vechicle list override to solar collectors (ships and drones only).
Removed satillites from self-destruct device.
Added Small Armor II.
Changed Small Armor to fit on any vehicle.
Added Airlock component to Basic Tech tree (launch 1 of anything. no cargo)
Added Shipset Creation Tips file done by Rutger.

v4.21 (DN4 - Bloodbath game)(facilties.txt/components.txt/vehiclesize.txt/XXXX_AI_general.txt/XXXX_ai_designcreation.txt/compenhancement.txt)
Corrected tech requirements for Research Cities.
Changed Basic Arms family number to(6736)
Added colony racial trait selection to AI's
Reduced amounts generated for Specialized Hull items to 1/3.
Changed family numbers for phased/non-phased shields. (Will's Request)
Added radioactive cost to shield generators.
Added Plague Warheads for drones. (Rutger's Request)
Moved Outpost to before SY and Resupply Base.
Moved all Warheads together.
Reduced benifits of talismans.
Renamed all Talismans as Major
Add minor Talismans as spacers to major Talismans.
Added Rock Native trait selection to Default AI
Added AI tags for Omni Colony module.
Added AI Tags for all Dual Colony Modules.
Changed Tech requirment for Omni module to Hybrid Colony Tech lv1.
Reduced max level for Hybrid Colony Tech to 1.
Added single, Dual and Omni colony designs for all AI's.
Added Sethillan AI files
Corrected cost reduction on slug colony mounts description.

v.4.20 (March 29/2006)
Files: facility.txt/components.txt/techarea.txt/vehiclesize.txt/EmperorNames.txt/EmperorTitles.txt/EmpireNames.txt/Freighter.bmp (generic pics)/startmenu.bmp (pic/game/dialogue)/RacialTraits.txt/modinfo.txt/
**not compatible with previous versions**
Changed facility pic for Neural Computer Complex.
Fixed typo for name of Huge Supply Storage I.
Moved drones tech to Supporting Hulls catagory.
Corrected family number for Probabilty Predictor I. Would not upgrade.
Changed basic fighter cockpit so that it will upgrade to normal fighter cockpit. 
Removed Flak cannons from weapon platforms.
Changed 0-G fighters to 3 kt.
Changed 0-G fighters to 1 engine max.  
Changed troop weapons to fighter or troops.
Added One Per Vehicle restriction to troop weapons.
Changed range of small arms to 2.
Changed Small DUC 2&3 to require Smaller Weapons Tech.
Fixed description for Cargo Compartment I wrong amount of cargo space given.
Changed warhead types to have Vehicle List Override.
Removed redundant warhead entries.
Added Armor ability to Solar Sails.
Added Armor ability to Solar Collectors.
Added resource Warehouse Facilities. (Arcologies)
Moved Monoliths to combination of resource techs and Arcologies Tech.
Increased number and type of cities (arcologies)
Changed cost of City facilities.
Changed Neural Control Interface ability from Bonus Movement to Extra Movement.
No Issue Found-upgrading from standard to neural control centers acts as if not enough crew/life support
Added DN4 II Empire Names.
Added DN4 II Empire Types.
Added DN4 II Emperor Names.
Added DN4 II Emperor Titles.
Changed resource costs for Min/Org/Rad/Research/Intel facilities.
No Issues found-check added facilites above lv 3 (monoliths, rad, intel, min, orgs, research, SY)
Changed order Talismans (Rightiousness last)
Added Vechicle Override List to Talismans.
Changed family number of Basic Arms (was upgrading to Alpha Wave Inhibitor).
Changed description of organcic/living hulls to say does not need Life Support or Crew Quarters.
Increased maintenance reduction of Crystalline/Lattice hulls from 10% to 20%.
Fixed Advanced Time Management lv3 gave Inter-Phase Cloak lvs 3,5,6,7,8.
Added startmenu.bmp (1.95 bug fix)
No Issue Found-check lv1 planetary shielding for giving planet inter-phase cloak 1+2
Fixed Gravitation Manipulation lv2 gave Mass Displacer 8.
No Issue Found-check psychology 2 for giving mental deflection armor 1-5
Fixed typo in "experiment goes wrong" event not displaying planet name.
Changed Personal electric discharge lv3 kt size from 2 kt to 1 kt.
Added Vechicle List Override to engines (removed bases from available)
Removed supply from available on sats.
Added Small Supply Storage to be available on Fighters.
Grouped all Armor components together (before shields)
Typo corrected- "capabilities" in Mine Sweepers.
Typo corrected- "simultaneously" in Inter-Phased Cloaks
Typo corrected- "Temporal" in Inter-Phased Cloaks.
Typo corrected- "gravitational" in Mass Displacers.
Typo corrected- "acquired" in PD Lasers.
Typo corrected- "Launcher" in Shard Launcher II
Typo corrected- "Chronotron" in Chronotron Burst.
Typo corrected- "Artificial" in Alpha Wave Inhibitor.
Typo corrected- "susceptible" in Primary/Secondary Neural Center.
Typo corrected- "psychic" in Primary/Secondary Neural Center.
Typo corrected- "assault" in Assault Rockets.
Typo corrected- "guidable" in Assault Rockets.
Typo corrected- "missiles" in Assult Rockets.
Typo corrected- "chronotron" in Small Chronotron Burst.
Typo corrected- "rejuvenation" in Talisman of Rejuvenation.
Typo corrected- "sustenance" in Talisman of Rejuvinatation.
Typo corrected- "strength" in Talisman of Vision.
Typo corrected- "resource" in Stellar Gas Ram-Scoops.
Typo corrected- "occurring" in Phased Sulfide Cannons.
Typo corrected- "their" in Phased Sulfide Rocket.
Typo corrected- "plesant" in Organic Farm City.
Typo corrected- "atrocious" in Radioactives Extraction City.
Typo corrected- "quantities" in Warehouse Facilities.
Typo corrected- "millennia" in Temple of War.
Typo corrected- "efficiency" in Halls of Meditation.
Typo corrected- "alignment" in Cosmic Standing Stones.
Typo corrected- "Monastery" in Monastery.
Typo corrected- "symbiotic" in Monastery.
Typo corrected- "intensely" in Probability Predictor.
Typo corrected- "Chronotron" in Chronotron Viewer.
Typo corrected- "particles" in Chronotron Viewer.
Typo corrected- "individules" in Chronotron Viewer.
Typo corrected- "facilities" in Orbital Power Collector.
Typo corrected- "Planetary" in Planetary Inter-Phased Cloak.
Typo corrected- "separate" in Planetary Inter-Phased Cloak.
Typo corrected- "simultaneously" in Planetary Inter-Phased Cloak.
Typo corrected- "invisible" in Planetary Inter-Phased Cloak.
Typo corrected- "existence" in Planetary Inter-Phased Cloak.
Typo corrected- "particles" in Advanced Time Management tech.
Typo corrected- "incredibly" in Crystallized Torpedo.
Typo corrected- "Lattices" in Crystallized Torpedo.
Typo corrected- "dissipate" in Crystalline Energy Dampener tech.
Typo corrected- "particles" in Temporal Shield Accelerator tech.
Typo corrected- "perfecting" in Religious Nature Philosophy.
Typo corrected- "enviroment" in Religious Nature Philosophy.
Typo corrected- "particles" in Temporal Prediction tech.
Typo corrected- "disruption" in Crystalline Power Supply.
Typo corrected- "intensely" in Psychic Enhancement Knowledge tech.
Typo corrected- "occurring" in Phased Sulfide tech.
Typo corrected- "enviroments" in Arcologies tech.
Typo corrected- "Miniaturized" in Miniaturized Mount.
Typo corrected- "armored" in Hardened Mount.
Typo corrected- "Acquired" in T.A.G. Mount.
Typo corrected- "Drastically" in Micro Warhead Mount.
Typo corrected- "Contributors" in mod description file.
Typo corrected-  "essentially" in Mod description file. 
Reduced cost of Colony Slugship hulls slightly.
Increased cost of Light Colonyship hulls slightly.
Added Remote Computer Control (Master Computer) for fighters/troops.
Expanded Space Yard Components to 5 levels.
Added Base Space Yard Components.
Added Temporal SY component. Base's only.
Added Outpost facility (resupply/small SY).
Changed Interceptor Missiles available on weapon platforms, Satellites, and Drones.
Removed Flak Cannons from Weapon Platforms.
Changed family number for Small Armor (no longer upgrades to Small Emissive Armor).
Added correct merge code for shield description that will display correct shield amounts. [%ShieldPointsGenerated]
Added Personal Hyper - Plasma Ejector (infantry).
Added Shoulder Mounted Shard Launcher (infantry).
Added Chronoton Rifle (infantry).
Added combat To Hit penalty to carriers (20%) and transports (40%)
Increased Crew Quarters requirements for carriers for additional pilot crews(x2).
Increased Life Support requirements for transports for cargo hold enviromental controls(x2).
Fixed Tiny Supply Storage now available on drones.
Added Arcologies tech (level 5)
Changed Basic Arms to 0 kt.
Added Generic Freighter.bmp
Changed secondary bmp for freighters to Freighter.bmp
Adjusted Kt structure of Resin Shell (unique tech).
Changed Defense +/- for ships to be the same per Kt on different hull types.
Added appropriate Resource tech requirment to Specialized Ship Construction techs.
Increased Miniature Component Mount from 50% size to 66%.
Added Miniature Weapon Mount.
Decreased size of Hardened Component Mount from 125% to 120%.
Added Hardened Weapon Mount.
Changed Mini, Hardened, Low and Premium mounts to any vehicle, any weapon.
Changed cost of Low Grade Mount (component and weapon) to 75%. 
Reduced supply usage of Low Grade Mount (component and weapon) from 200% to 150%
Reduced cost of Premium Grade Mount (component and weapon) to 125%.
Added Shield modifier to Low and Premium mounts (-10%,+10%).
Increased Kt and Structural of Extended Range PD mount from 100% to 120%.
Added Comp Family field to Extended Range PD Mount (excludes Flak Cannons).
Decreased cost of T.A.G. mount to 150%.
Changed T.A.G. mount to Any weapon, any vehicle.
Decreased cost, kt and structural of Spinal Mount slightly.
Reduced cost, kt and structural of Extended Range Mount to 120%.
Added +15% to hit bonus to Extended Range Mount.
Changed vehicle type for Extended Range Mount to Any.
Changed vehicle type for Pulsed Weapon Mount to Any.
Increased to hit bonus for High Energy Mount to +20%
Changed vehicle type for High Energy Mount to Any.
Added +1 range to Light Satillite Mount.
Increased size of Scout Shield Mount to 20%.
Increased size of Escort Shield Mount to 25%.
Reduced shield bonus for Escort Shield Mount to 50%.
Changed size of Corvette Engine Mount to 90%.
Changed supply usage of Corvette Engine Mount to 75%.
Removed Fighter Extended Range Mount. (redundant)
Removed Miniature Warhead Mount. (redundant)
Removed Low Grade Warhead Mount. (redundant)
Reduced cost of Slugship colony mount to 25%.
Changed Basic Units to starting tech.
Reduced Omni Colony Module so that 75% mount still equals same values.
Increased kt size of Light Colony ship to 345 kt.
Removed bonus movement from Light Colony Ship hull.
Increased maximum engines to 8 on Light Colony Ship hull.
Increased kt size of Colony ship to 445.
Increased kt size of Heavy Colony ship to 545.
Increased kt size of Large Colony ship to 645.
Reduced Life Support/Crew Quarter requirements to 1 on Heavy Colony ship.
Reduced Life Support/Crew Quarter requirements to 1 on Large Colony ship.
Changed Colony ship mounts to corrected hull sizes.
Added Colony type racial traits (Rock Planet Native/Ice Planet Native/Gas Giant Native).
Added colony type racial techs.
Added colony type racial mounts.
Added 'instructions' for installing, game setup recommondations, empire setup recommondations
Reduced tech cost of Ship Construction tech to 10000 base.
Corrected Flak Cannon II were giving +83% to hit bonus.
Corrected Flak Cannon IV (fighter) were giving +83% to hit bonus.
Changed Component Family List override for slug colony mounts to only appropriate single colony module type
Changed order for Inverted System Grav Shield to directly after System Grav Shield.
Changed Hardened Component to minimul kt size = 0. (was 100)
Changed description for racial colony type traits to say only select one.
Modinfo file updated.
Changed chance for type of events to Catastrophic= 10%, High= 20%, Medium= 30%, Low= 40% when and event happens.
Changed all added weapon family numbers.

v4.19 (Oct 31/2005)
Reduced chance for Ruins slightly on Ancient Maps.
Changed Weapon Family number for Assualt Rockets (AI issue).
Changed Family number for Small Shard Launcher (upgrading issue).
Adjusted Tiny Supply Storage to allow for correct vehicle placement (no troops).
Removed Bride ability from Living/Organic Hulls.
Adjusted Tech requirements for standard hulls to fix analizing bug.
Corrected Typo with Poor Upkeep event that prevented the facility name from displaying.
Change default settings for max units/ships to 20000.
Corrected Typo with Planetary Cloaking tech that wouldn't allow planet cloaks to develop.
Updated modinfo file.

v4.18 (DN4II game)(StellarAbilityTypes, Components, CompEnhancement,VehicleSize, SectType, PlanetSize, Settings, TechArea, Facility, SystemTypes, QuadrantTypes, SystemNames, modinfo,
Increased all Unique components to 5 levels.
Increased all unique tech levels to 5.
Increased all Unique facilities to 5 levels.
Removed Temporal Cloak Tech area (redundant).
Resorted some new components into correct locations in components.txt file.
Added generic ships for crystal and organic hulls. 
Added Living Hulls unique tech.
Added Crystal Hulls unique tech.
Added organic ships to organic race.
Added crystalline ships to crystalline race.
Increased max tech level for Religious Technology to 6.
Added new types of Talismans for Religious race.
Increased level requirment, size and cost of Talisman Component
Renamed Talisman to Talisman of Righteous Might.
Added FQM Deluxe pics.
Added FQM help files.
Added FQM SystemNames.txt
Changed PlanetSizes to match FQM. 
Adjusted Ringworld and Sphereworlds to match DN4 sizes.
Added FQM QuadrantTypes.txt
Added FQM SectType.txt
Reduced frequency of Ruins
Integrated StellarAbilities.txt from FQM with DN4 Unique ruin types.
Changed Population modifiers to a scaled list.
Corrected typo in Neural Computer Interface.
Corrected typo in Neural Control Interface.
Corrected typo in Fighter Combat Interface.
Replaced name of Crystal Hulls tech to Crystal Lattice Hulls.
Changed Miniature Mounts from 50% size/structure to 51% size/structure.
Revamped Cargo components to base 8. Adjusted cost to make larger sizes more cost effective.
Increased Kt structure of 1 kt cargo/supply components to 2 Kt.
Revamped Supply storage components to base 25. Adjusted cost to make larger sizes more cost effective.
Adjusted Low Grade Component mount from 25% structural to 51%.
Corrected tech requirements for crystal and organic hulls. Added appropriate racial tech requirement.
Corrected description for Low Grade Component mount.
Corrected Family number for Basic Arms. 
Corrected Family number for Basic Cockpit.
Updated ModInfo.txt.

v4.17 (facility, components)
Properly corrected Space Yard V to allow upgrades.
Restored Fighter Cockpit to require Fighter Tech
Added Basic Cockpit that requires Basic Units Tech.
Corrected spelling of General Group for Mine Sweepers.
Doubled movement points from Emergency Propulsion.

v4.16 (techarea)
Corrected problem with Basic Units tech area that prevented v4.15 from being used in existing games.

v4.15 (modinfo, facility, techarea, components, vehiclesize, emperorname, emperortitle, empirename, empiretype)
Corrected typo with Space Yard V that prevented upgrades.
Marked Temporal Cloaking tech field to be removed.
Changed shield generator descriptions to display shield points generated.
Reversed shield points given for standard and phased shield generators (standard shields are now stronger than phased.) 
Added Basic Units technology area.
Changed Max level of Troops to 9.
Reduced level required for each troop by 1.
Changed Light Infantry to Basic Units tech (starting tech)
Added orbital fighter to Basic Units Tech (Starting tech)
Changed colony techs to Colony Science tech type
Added Hybrid Colony Tech.
Changed tech requirements for hybrid colony modules.
Added Flak Cannons (fighter) PD weapons
Added Flak Cannons PD weapons
Added PD Lasers
Added Interceptor Missiles PD weappons
Reduced +to hit for PD weapons to +50
Added scaled cargo/supply storage. Range from 1 Kt to 40 Kt.
Corrected tech requirment for planetary temporal cloak.
Added Basic Arms.
Changed tech requirements for fighter cockpit to Basic Units.
Changed tech requirements for small depleted uranium cannon to Basic Units.
Added fighters to Vehicle List Override for Tiny Supply Storage.
Created catagorized General Groups for weapons (PD, Missile, Warhead, General)
Added support for the Sound Pack.
Changed Point Singularity Cannon to a Seeker weapon and increased dmg.
Added Emperor names, titles, Empire names, types from current DN4 PBW game.

v4.14 (March 3/2005)
**not compatible with previous versions**
Changed Massive shield generators to increase points at each level.
Added 40% maintenance reduction for transports.
Changed carriers mineral costs to same as transports (massively reduced)
Added 10% maintenance reduction for carriers.
Changed size and cost of all colony modules (x2)
Changed all colony ships size by +5kt
Added colony ship mounts for colony modules (50% size and cost)
Added +1 move to hulls of each fighter (except Zero-G and Squadrons)
Added +1 bonus move to each figher engine
Changed Afterburners: 
	Aftburner I - 1 Kt +1 move
	Aftburner II - 1 Kt +2 move
	Aftburner III - 2kt +3 move
	Aftburner IV - 2 Kt +4 move
	Aftburner V - 3 Kt + 5 move
Changed shields descriptions to read  [%ShieldPointsGenerated%] 
Changed typo to Neutron Warhead A I
Removed range from Small Arms III and increase dmg by 1.
Corrected TAG mount to 75% To Hit, not 750%
Corrected description for Chronoton Burst.
Changed Small Chronoton Burst shield dmg to 2x.
Corrected Grav Sensors all were granted at lv1
Corrected Stellar Ramscoop IV has wrong ability.
Corrected To Hit bonus for Ext Gat Mount and Gat Mount. Were switched.
Removed Warp Blocking ablility from Stellar Grav Shield Facility.
Added Inverted Stellar Grav Shield Facility (Warp Blocking).
Changed PPB to be 75% of APBs.
Removed colony ship tech requirement from Multi-colony modules. 
Added Personal Electric Charge (Small Arms)
Added Shoulder-Mounted Shard Cannon (Small Arms)
Added Time Distortion Rifle (Small Arms)
Added Telekinetic Lens (Small Arms)
Changed phased weapons tech to level 9.
Changed max level of Advanced Miltary to 4 (5&6 no longer needed)
Change Low Grade Comp mount to size 110%.
Changed Low Grad Weapon mount to size 110%, -5 to hit, Direct Fire only.
Changed Premium Weap mount to size 90%, +1 range, +10 to hit, Direct Fire only
Changed Premium Comp mount to 90% size.
Reduced size% of Hardened Mount to 125%.
Updated modinfo file

v4.13
Corrected typo in Mineral Miner City
Changed Pic numbers for new warheads (duplication).
Corrected some formatting that wasn't allowing new mounts to appear.
Corrected Damage type for Generator Warheads.
Added missing line for Tachyon Warheads.

v4.12
Changed normal Weap Plat mounts to fit any size weapon platforms.
Corrected Pulsed gatling mounts require 500 Kt.
Changed supply storage from bases and sats (vehicle override)
Changed unit research now sorted under Supporting Hulls.
Changed slight reduction to tugboat build rates
Changed Homeworld facilites to Cities. 
Added dummy ability for weapons with to-hit bonus (for descriptions)
Added Warhead mounts
Reduced cost of unique components to 5x base cost.
Changed planetary cloaks now require cloaking tech.
Added different warhead damage types.
Fixed descriptions of mounts to provide clearer information.
Added Low Grade and Premium Grade weapon mounts for all units/vehicles.
Changed base cost for Unique techs (balance issue).

v4.11
Reworked Psycic Enhancment Center (was not working)
Changed weapon family for Assualt Rockets from 2 (same as CSM) to 66.
Reduced damage of mine sweepers PD and bonus.
Reduced tech level requirement for escort and scout shield mount.
Added normal AI mounts for fighters.
Changed supply usage for miniature mounts to 100%.
Changed Negative Energy Harvesters to Ships/Bases only
Changed Ram Scoops to ships only
Corrected code for Premium mounts from "Prim" to Prem"
Corrected typos in description for Temple of War 
Increased cost for Premium mounts to 200%.
Decreased Structural Percent of Premium Mounts to 150%
Corrected typo in Frigate Hulls for % to hit description.
Added Corvette Engine Mount
Added Shield Mount (frigates)
Added Bombardment Mount (destroyers)
Added Stabilization Mount (Cruisers)
Increased mineral cost of standard shipsizes.
Recalculated other shipsizes based on increased standard ship costs.
Corrected Primary and Secondary Neural Control Centers to Vehicle Control catagory instead of Sensors.

v4.10
Corrected Defensive penalties for Bases.

v.4.09
Corrected typos in CompEnhancent.txt
Corrected values for the T.A.G. mount
Removed Colony modules from mounting on Bases

v4.08
AI files debugged.

v4.07
Added fully functional AI files for all standard races.  Thanks to Aiken for his efforts there.

v4.06
Reduced Tech levels of Specialized Ship Construction from 7 to 6 (unused tech level)
Corrected syntax error in facilites which prevented Planetary cloaks from working.
Corrected Engines per move for Small Worldship from 1 to 6
Worldship Shield and Armor mounts now only affect shields and armor
HEF mount moved up in the list to avoid AI confusion.

v4.05
Fixed Multi-Colony Modules and added again.
Reduced Chance of Ruins from 10.2% to 8.6%
Increase resourse cost of Unique racial techs dramticly (balance issues).
Corrected Typo with Chronoton Distortion Burst I that would not display roman numeral.
Increased Research Cost of Baseships and Worldships.

v4.04
Re-done standard ship tech areas and put all ship techs under new heading.
Fixed duplicate Family numbers for Computer Virus and Null-Space Projectors.
Added Utimate Stratagies Mod.
Added Cultures.txt from Highliner Mod. 
Corrected Typo in Space Platform.

v4.03
Corrected Max tech levels for Neural Computer Interface.
Added minor sweeping ability to PDC.
Removed Multi-Colony Modules.  Was causing colonization errors.

V4.02
Corrected number of Abilites for Stellar Gas Ram-Scoop I.
Corrected AI Tags for Research and Intel Centers.
Changed pic for Homeworld Research Center.
Corrected Stellar Gas Ram-Scoops I to display at correct tech level.
Changed facility type of Homeworld Radioactive Extracter to match other Homeworld facilites.

v4.01
Corrected Typo with Supply Storage IV.
Slight alterations to Laucher/Bays research tree.
Added Sat Launcher IV, Fighter Bay IV, Mine Launcher IV, Drone Launcher IV.
Slight change to Speciallized Hull Tech.
Reduce size of Tugboat to 90Kt.
slight change in Low Grade and Premium Grade Mounts (balance issues)
Shortened Description for Mass Displacer component.
Change to Mounts to prevent most mounts from being used on Tugboats
Increased Satellite Research cost (balance issue).
Added AI Tags to standard Point Generator facilites.

v4.00
Final Release!  No AI yet.  For DN4 Game on PBW.

v1.41
Added DN3 empires and emperor names.
Added incremental population modifiers to settings.txt.
Added LNAW and Empire shipsets designed for this mod.

v1.40
Fixed Error with Low Grade and Premium Grade weapon mounts.
Added New Intro Screen.
Corrected Typo with Cargo Bay IV
Corrected Error with Mine Sweeper I.
Adjusted Chronoton Burst to function better.
Corrected Typo with Massive Ionic Dispenser V.
Corrected Ability Types in Primary and Secondary Neural Control Centers.
Added better description to Primary and Secondary Neural Control Centers
Removed Unique Medical Lab (redundant).

v1.39
Decreased Standard Ship Construction tech cost.
Increased Max tech levels for Unique techs.
Changed names of unique techs from racial tech names.
Slight increase in racial Crystalline Armor to maintain racial advantange.
Added multiple research levels to all unique techs.
Added Scout and Escort Weapon Mounts.
Addes Scout and Escort Shield Mounts.
Added Multi-colony modules.
Added Mine Sweepers Tech Area (under Point-Defense).
Added Minor PD ability to Mine Sweepers.
Combined Organic Reproduction and Organic Medical Techs into Xeno-Medical Tech.
Slight increase in Crystalline Solar Generators to maintain racial advantage.

v1.38
Increased cost for Counter-Intelligence IV and V.

v1.37
Fixed Cloaking Device.
Removed Illusion Generator.
Added Mental Armor.
Fixed Inter-Phased Cloak.
Fixed Refraction Armor.
Removed Time Mirror.
Removed Mental Energy Detectors.
Removed Life Forces Tech.
Removed Psychic Shields Tech.
Corrected Spelling mistake with mental Deflector Armor.
Fixed Family number conflict for Negative Energy Harvesters.
Fixed Family Number conflict for Inter-Phase cloak.
Fixed Family number conflict for Mass Displacer.
Corrected Assualt Rockets Pic to ImageMod standard.
Corrected Small Arms Pic to ImageMod Standard.
Corrected error in Radioactive Extraction Facilites Iv, V, and IX.
Fixed Homeworld facilites to display properly.
Added Low Grade Mounts
Added Premium Grade Mounts.
Adjusted ship-sized Mounts for balance issues.
Added Worldship Shield/Armor Mount.
Added High Output PDC mount.
Tweaked default AI to use full mod more effectively.

v1.36
Fixed Mass Displacer
Fixed Mental Energy Detector.
Corrected picture number for Time Mirror.
Added correct roman numeral entry for Time Mirror I.
Fixed Gravitic Sensors.
Corrected Spelling of Planetary Shielding tech.
Corrected inverted entries for Global Refraction Facility, Family Group and Family Number.
Corrected Spelling error in Planetary Inter-Phase Cloak facility.

v1.35
Made ImageMod compatible.
Removed Higher levels of Worldships beyond Massive.
Removed higher levels of Motherships beyond Massive.
Increased Mineral cost of Carriers.
Removed higher levels of WorldBases beyond Massive.
Fixed Heavy and Large Colony ships to be actually usable.
Removed higher levels of Freighter beyond Massive.
Decreased Zero-G Trooper defensive bonus to 80%
Changed Zero-G Troop Primary Bitmap name to: zerogtrooper
Increased Fly fighter size from 9 Kt to 10 Kt.
Increased Tiny Fighter size from 11 Kt to 12 Kt.
Increased cloak level for mines to reflect increased sensor levels.
Changed name and Primary bitmap names of all troops:
	TROOP NAME	PRIMARY BITMAP		SECONDARY BITMAP
	Light Infantry: TroopInfantryLight	TroopSmall
	Heavy Infantry: TroopInfantryHeavy	TroopSmall
	Small Troop-1:  TroopSmall1		TroopSmall
	Small Troop-2:  TroopSmall2		TroopSmall
	Medium Troop-1: TroopMedium1		TroopMedium
	Medium Troop-2: TroopMedium2		TroopMedium
	Large Troop-1:  TroopLarge1		TroopMedium
	Large Troop-2:  TroopLarge2		TroopLarge
	Huge Troop-1:   TroopHuge1		TroopLarge
	Huge Troop-2:   TroopHUge2		TroopLarge
Added Tiny, Standard, Heavy, Huge, and Massive Weapon Platforms.
Added Tiny, Heavy, and Huge Drones.
Added Large TugBoat
Added Orbital Research Facilty (base)
Added C.H.O.N. Factory (ship)
Changed Counter-Intel I to having at start of game instead of Level I Intel.
Increased Minerial Miners to level 10, with slight modification.
Increased Organic Farms to Level 10, with slight modification.
Increased Monoliths to level 5, with slight modification.
Increased Research Facilites to level 10, with slight modification.
Increased Intel Facilites to level 10, with slight modification.
Added Homeworld versions of Mineral Miners, Organic Farms, Radioactive Extractors, and Research Facilites.
Increased Space Yards to Level 6.
Increased Temporal Space Yards to maintain racial advantage, in porportion to standard Space Yards.
Increased Mine cloak ability to 10.
Increased sensor levels to 9.
Added specific cloaking devices for each sensor type up to level 8.
Added Planetery cloaking devices.
Fixed all ship/unit tech levels.
Added Specialized ship Construcion tech.
fixed Resource/Research/Intel techs.
Fixed Space Yard tech.
Created all new sensor and cloak techs.
Increased Biology tech.
Created Planetary Cloak tech.

v1.34
fixed Psycic Scanner Unique tech.
Corrected typo for Gravitational Condenser 5.
Corrected Tech requirement for Unique tech Allegiance Subverter.
Added Population modifiers for increased Population allowance on larger planets.

v1.33
Fixed Crystalline Torpedo Unique Tech.  Wasn't allowing the player to use the component.

v1.32
Corrected error with Counter-Intel.

V1.31
Fixed errors with spacing in the component.txt and facilities.txt files.
Fixed spelling error with Temporal Shield Accelerator and Pyschic Singularity Generator.
Reduced occurance of Ruins.

v1.30
Added racial tech unique RUINS.
Added Cargo Facility 4 and Resourse Storage 4's.

v1.21
Incorrperated DeathStalkers Mount mod for DN3.
Replaced Large, Heavy and Massive ship mounts with Frigate, Destroyer, Cruiser, Battlship, Dreadnaught and World Ship Mounts.
Increased number of Base Mounts to reflect increase in base sizes.
Fixed Extended Range mounts for fighters again.

v1.20
Increased chance of events.  Low=10%, medium=33%, high=50%
Reduced tech cost of Troops and Fighters to 10,000 base.
Changed Carrier Tech Tree to only require Fighters lv1.
Removed Construction lv2 (no longer needed).
Corrected wording for description of Assault Rockets.  Old wording suggested only 2 components could be loaded on a fighter.
Reduced size of Assault Rockets from 8 kt to 6 kt.
Corrected spelling mistake with Light Weapon Mount (MS).
Changed planetary shields to phased.
increased Planetary Napalm, Neutron Bomb, Anti-Planet Warheads, and Small Cluster Bomb damage  in proportion to population hit point increase.
Removed miniature mounts for Fighters.
Corrected spelling error for extented range mount.
Added DN3 Empire names
Added DN3 Emperor names
Changed ranges of Warp Openers to 40, 80, 120, 160, and 200 light-years. Double from DN2.
Added Tugboat shipsize.
fixed Extended Range Mounts for fighters.

v1.11
Replaced all entries in events.txt from "Experiance Change" to "Ship - Experience Change"

v1.10 (DN3)
Added Cargo Bays 4.
Moved Fighter Bays, Satillite Bays, Mine Layers, and Drone Launchers to Cargo Tech.
Added Small Arms weapons for infantry
Restored Ground Cannons to unmodded stats.
Added Cargo Level 4.
Added Small Phased Shields.
Added Colony Ship Tech tree.
Added Transport Ship Tech tree.
Added Carrier Ship Tech tree.
Corrected all affected ship sizes for new tech trees.
Reduced research cost for troops, mines, drones, and weapon platforms.
Added miniature mounts, hardened mounts and extended range mounts for fighters.
Added Assualt Rockets (fighter weapons)
Added Giant and Titanic planet sizes.
Combined Dracus's Events with another event mod that adds Intel-like events.(sorry, couldn't track down author)
Increased chance for events.
Modified events to increase chance of low events (x10 for Low, x5 Medium, x2 High, x1 Catastrophic).
Slightly increased population strength in combat (+10).
Increased damage needed to kill one population (200).
Reduced ground combat turns to 5.
Increased population mass from 5 kt to 50 kt.
Changed to drones can be hit by mines.
Fixed Colony modules to still be able to carry 4 M pop (200 Kt).

v1.01
Fixes and changes.
Fixed multiple errors for shipsizes bitmaps resulting in most new shipsizes NOT being displayed.
Corrected spelling mistakes for Mounts
Corrected shipsizes for Mounts.

v1.00 (Dark Nova 2)
(in summery)
increased shipsizes - 65 levels of ship construction with new ships up to 40,000 Kt.  More troops, sats, bases, colony ships, etc.  The only vehicles not increased in numbers are weapon platforms and drones.
Modified Intel - We belive this intel modification will provide a better game balance.  Instead of getting just sabotage projects from the start, each level has a mix of espionage and sabotage projects.  Puppet Political Parties and Crew 		Insurrections have been greatly increased in cost.
More Mounts - Mounts to cover the increased ship sizes as well as a variety of others to encourage more diversity in ship designs.
New Facilty - We have included a new Planetary Shield Base facility that is not just a unique tech.
Altered Settings.txt - the settings have been adjusted to match the changes we made throughout the mod.
Changed Warp Openers to a greatly reduced range.
Changed Quantum Reactors from Unlimited Supply to +5000 Supplies per star in the system.

In addition to these changes, the most adventurous change we have made is to have planet populations MUCH harder to kill.  The goal of this change is simply to increase the Role Playing of the game and to make planet populations more than just cannon fodder.



After DN4 game completes:
-change events.txt to sort events by severity.
-sort out Afterburners
-sort out PPB
