This archive contains the entire Hyperion V1.3 Beta patch. Most of the Documentation is now included in
Manowitz entries, so utilize Manowitz Volumes 1 - 5 for specific Hyperion Information.

For more information, go to the following links:

New Official Site: http://matrix.crosswinds.net/~mc0271/hyperion
Official Mirror: http://www.doitnow.com/~casperm/efs/hyperion

Be sure to make a BACKUP of your current DAT and MANOWITZ directories and extract these files over the
original EFS 1.4 DAT files in the DAT directory and the original *.TXT files in the MANOWITZ
directory.

Version 1.35 Beta

Changes to the Hyperion Patch from V1.2 to V1.35:

Thanks to Kent Matthew Peterson for all his brilliant suggestions on making the Hyperion Patch better!
Thanks to Joanne for her unit suggestions that inspired me to continue developing the patch and carry out my
ideas for new computer-player units.
Thanks to P. Sean O'Neal for lots of new insights and tidbits.

This patch contains many changes between V1.2 and V1.35 and many deal with balance, number of units
able to build in the early game, tech research philosophy adjustments and most notably the addition
of MANOWITZ entries that deal specifically with the Hyperion patch.

It also changes Cargo Pods back to Hover units with 6 movement points. Due to the changes in EFS V1.4 they
may not be used for scouting (spot=0) and now you can also sell Cargo Pods to the League again. They can
not be used to block cities, since a landing enemy spacecraft will capture them.

There are now House Flagships that need to be added to a map with the Galaxy Editor. There are a total of
10 unique House Flagship designs each with 3 upgrades for a total of 40 Flagships. House Flagships are con-
structed in Shield cities and hence utilize the planet's core for the advanced building techniques. The House
Flagship uses a Flagship Artisan as the input unit (Scientist slot), but the Flagship Artisan cannot be added
with the Galaxy Editor. Flagship Artisans cannot be built and this is why the Flagship needs to be added with
the Galaxy Editor. To upgrade a House Flagship, simply disband the Flagship (preferably in a Shield city) and
then build the next available upgrade. Use the Galaxy Editor to select 1 House Flagship that you want to try.
You can then switch to a different Flagship design if you so desire and have researched the proper techs. See
Volume 5 of the Manowitz for a complete description of each House Flagship.

House Flagships are completely optional in a game and in no way affect the game if they are not added with the
Galaxy Editor. Since there are 10 unique designs and only 5 Houses, I think it gives a House several different
choices in picking their Flagship and allows for the curtailing of a Flagship to the techs that a player likes
to research.

The MANOWITZ changes mostly deal with including a lot of readme information in the text so that it
is easier to reference it from within the game. I've included Tech Trees to give a new player a basic
idea of Tech Research Costs for a given branch choice and whether the Church likes or dislikes that tech.
I also have a unit summary for every unit in the game. It is accessible from "Volume 5: Military Units"
under the "Archive" Menu.

Volume 1 is very informative about unit production at each structure. See Volume 1 for structure unit building
hierarchies.

Volume 5 is very informative and includes updated Unit Summary information for each unit that was previously
included in the README file and not available from within the game. Be sure to also check out the new House
Flagships towards the end of the Volume 5 contents. There are also new entries for Ministry units, League,
Church, Rebel, Symbiot, and Vau units. The Symbiot and Vau sections are incomplete.

I've started to add new Ministry and "computer-controlled" units. Namely, I have added new units that are
specific to the League, Church, Ministries, Rebels, and will expand more on the Symbiot and Vau units available
in the game.

This patch is meant to be an interim release until I have a chance to finish implementing all the new unit
ideas I have spinning around my head, but until then, this should be able to offer acceptable play to any
direhard EFS player.

If you find any bugs in the game, be sure to send them to me if you think they deal with the Hyperion Patch or
Holistic and Segasoft if you think it is an EFS crashing bug.

UNIT.DAT

// Changes from 1.2 to 1.35b
//
// More new unit images(7):
// Rebel Artillery, Rebel Anti-Tank Gun, Rebel Anti-Air Gun, Rebel Soldier Legion, Special Forces Legion, Grim Reaper Tank, Assault Tank
// New unit images! I've added 82 new unit FLC's for most of the enhanced powered armor, stealth, and morph upgrades.
//
// Anticipated Changes
//
// Freighters, Bulk Haulers, etc. are now Jump Movement Type again, it is anticipated that the bug that makes them invulnerable on the ground will be fixed in a future EFS V1.5beta.
//
// Changes due to EFS V1.4:
//
// Any unit with space weaponry (and pyschic) can deploy from a Space Carrier and engage in combat. This has had the effect of completely changing the movement type philosophy of Space and Lander units. Space units are now vulnerable to Ranged Space weaponry and Lander units are now immune to Ranged Space weapons.
//   Starbases have had their Direct Space moved to Ranged Space and Close Space moved to Direct Space.
//   Assault Landers now only use 40 total Metal + Ceramsteel. This represents their effecient use of materials.
// Cargo Pods are now hover again, 6 movement, and spot 0
// Sceptors are 8 move again and spot 0
// Holy Relics are 8 move again and spot 0
// Since Aircraft can no longer be disbanded unlimitedly, the Aircraft Pilot is no longer a unit prerequisite for Aircraft.
// Any space unit can be unloaded in space, so now Jump Torpedo Bombers and Mechs are loadable again.
//
// New Units - All units that cannot be built are for galaxy designers:
//
// Imperial Eye:
// For scenario designers, the Imperial Eye now has new units (none of these units can be built):
// Imperial Eye Agent - these units are fearless agents of the 'Eye. They use the Spy icon and so can attack on Byzantium II, carrying out the will of their Minister. They cannot be built.
// Imperial Eye Network - this unit is designed specifically for the Imperial Eye. It has very high spotting (50) and so when added to an Imperial Eye Fort, will allow a player that gets the Imperial Eye Ministry to gather a lot of intelligence on planets with these structures installed. They cannot be built, cannot be moved, and cannot be destroyed. This is an attempt to make the Imperial Eye more appealing.
// Imperial Eye Scout - this unit is employed by the Imperial Eye to scout surrounding systems. It uses the submarine icon, is a Lander, and so has the capability (Indirect, Air) of attacking on Byzantium II if the Imperial Eye Minister is unscrupulous enough. This unit cannot be built. Thanks to Joanne (VelaraDire@aol.com) for the ideas on this one!
// Imperial Eye Flagship - designed for scenario designers, this unit cannot be built and is a tweaked Cyber-Morph Raider.
//
// Stigmata Garrison:
// For scenario designers, the Stigmata Garrison now has new units (none of these units can be built):
// Stigmata Defender - this unit is designed specifically for protecting Stigmata against the Symbiot Horde. It is a tweaked Marauder Legion that is an Air unit. It can fight in space aboard a Space Carrier. This unit cannot be built.
// Stigmata Mech Defender - like the Stigmata Defender, this unit is designed to protect Stigmata against the Symbiot Horde. Being a Lander, it can also charge into Symbiot space and attack the horde head-on. This Mech Lander is a modified Heavy Mech. This unit cannot be built.
// Stigmata Hover Fortress - An impressive anti-Air and Armored unit, the Stigmata Hover Fortress combines impressive power and agility to provide an excellent defensive platform for protecting Stigmata from the hoard. Thanks to Joanne (VelaraDire@aol.com) for the ideas on this one!
// Stigmata MegaFortress - This unit represents the ingenuity of Stigmata engineers to design a massive, but agile Air-superiority fighter. Impressively arrayed with Fusion Beam weaponry and polymorphonic armor to increase agility, touting an advanced sensor system, and using the best aircraft pilots in the galaxy, this air unit not only excels at taking out other air units but also can direct its accurate Fusion Beams on armored ground units as well. Thanks to Joanne (VelaraDire@aol.com) for the ideas on this one!
// Stigmata (Garrison) Flagship - this impressive orbital platform is rumored to be one of the most highly-advanced spacecraft in the galaxy. It is not known where the technology for its formidable Autonomous Fighters comes from. This unit cannot be built and is meant to be placed over Stigmata to help bottle off the Symbiot Horde.
//
// Imperial Fleet:
// For scenario designers, the Imperial Fleet now has new units (none of these units can be built):
// Imperial Assault Mech - this unit is a modified Assault Mech that has had its weapon systems reconfigured for Direct and Close ground and space combat and its pilots high-trained in combat manuevers.
// Imperial Fleet Flagship - this Space Carrier Dreadnought hybrid is a formidable assault vessel. It has impressive armament giving exceptional Ranged Space and Close Space attack capabilities. This unit cannot be built and is for scenario designers. With a Ministry position early, this ship can run amok, so the scenario designer will have to place this vessel in a location where it will be most difficult for it to do so.
//
// Imperial Guard:
// For scenario designers (none of these units can be built), the Imperial Guard now has new units (Thanks to Joanne (VelaraDire@aol.com) for ideas that helped me create the first two units).
// Imperial Miss(ile) Battery - A co-mingling of advanced missile weaponry and a MegaChassis bring forth this Imperial Guard unit.
// Imperial Siege Tank - More Megachassis modifications, this slow, but mobile tank is exceptional at taking out tanks and other armored units.
// Imperial Guard Flagship - Engineers modified this Cybermorph Cruiser by adding Discontinuity Beams, and tweaking several other areas (including an experimental drive system) turning it into a Super-Cybermorph Cruiser. Vladmir, himself, would be proud of such a vessel.
//
// Church:
// For scenario designers, the Church now has new units (none of these units can be built):
// Monk - devout followers of Brother Battle, Monks have exceptional close and incredible psychic attack abilities. There are a few Monks known to exist.
// Acolyte - devout followers of Brother Battle, Acolytes are Inquisitors or Monks in training.
// Psy-Tanks: Heavy Tank Killer, Mega Tank, Hover Tank, Hover Tank Killer, and Hover Anti-Air Tank have now been added for the church. They are almost identical to the non-Psy units except each one has a Psychic Attack capability.
// Psy-Aircraft: Killer Psy-Gunship, Laser Psy-Fighter.
// Holy Warrior - an exceptionally powerful Psychic-attack Space Torpedo Bomber, this unit cannot be built and it is a derivative of a Jump Torpedo Bomber.
// Psy-Fusion Assault Lander - effectively a suped-up, psy-crewed Assault Lander with Fusion Cannons and enhanced shielding, these units should be given to the Church so that they can deploy their infamous Inquisitors more effectively. They cannot be built.
// Divine Lander - The Flagship of the Church, this Assault Lander is a Fusion Psy-bermorph Lander with 4 Cargo Slots.
//
// League:
// For scenario designers, the League now has new units (none of these units can be built):
// League Security Droid - very advanced droids, that are used by the League to guard production facilities.
// League Freighter and League Bulk Hauler - well-armed versions of Freighters and Bulk Haulers, these units give the League some additional punch. Replace Armored Freighters and below with League Freighters and replace Power Bulk Haulers and below with League Bulk Haulers to make the League more difficult to deal with. These units cannot be built.
// Leagueheim Flagship - designed for scenario designers, this unit cannot be built and is a Cybermorph Stealth Bulk Hauler hybrid equipped with impressive armament.
//
// Rebel:
// For scenario designers, the Rebels now have new units (none of these units can be built):
// Rebel Officer and Rebel Noble - these cannot be built, and are more powerful Officers and Nobles, akin to the Rebel Partisans. They are only available to Galaxy Designers.
// Added the Rebel Soldier, Rebel Flak, Rebel ATG, and Rebel Artillery units so that Ruins are better protected. These units cannot be built.
//
// Symbiot:
// Symbiot PTS Weapon - uses the Blow Ship icon, this is a very powerful PTS defensive weapon. The very nature of this weapon also causes it to have an inaccurate but potent Indirect and an accurate and powerful Air capability.
//
// Vau:
// Vau PTS Weapon - this highly-advanced PTS weapon has incredible Ranged Space accuracy and potency. Do not land near this one!
//
// House Flagships (cannot be built) - Thanks to Joanne (VelaraDire@aol.com) for her ideas on House Flagships!
// There are now 10 new House Flagships each with 3 upgrades for a total of 40 new units.
// House Flagships are meant to be added at the beginning of the game with the Galaxy Editor since the first unit in its slot cannot be built. Levels II-IV require the level one unit to upgrade so they cannot be built without the Level I input unit. The Level III and IV units become extremely powerful, hence the heavy resource, time, and Firebird requirements to build these upgrades.
// Each House Flagship follows a unique technology upgrade path with emphasis in different technological areas and hence its abilities are quite different from that of another House Flagship. See Chapter 43 of Volume 5 in the Manowitz section for more information on the requirements of flagship upgrades and technology trees.
// Assault Lander / Destroyer-class Flagship:
//   I - Psy-Destroyer
//   II - Psy-Destroyer II
//   III - Meson Psy-Destroyer
//   IV - Psyber Destroyer
// Juggernaut-class Flagship:
//   I - Juggernaut
//   II - Meson Juggernaut
//   III - Meson Mega Juggernaut
//   IV - Cyber Mega Juggernaut
// Corsair-class Flagship:
//   I - Corsair
//   II - Stealth Corsair
//   III - Stealth Fusion Corsair
//   IV - Cyber-Stealth Corsair
// Cruiser-class Flagship:
//   I - Xeno Cruiser
//   II - Fusion Xeno Cruiser
//   III - Meson Xeno Cruiser
//   IV - CyberMeson Xeno Cruiser
// Transporter-class Flagship:
//   I - Transporter
//   II - Fighter Transporter
//   III - Fighter Bulk Transporter
//   IV - Meson Squadron Transporter
// Spore-class Flagship:
//   I - Nano Spore
//   II - Viral Robo Spore
//   III - Viral Cyborg Spore
//   IV - Cyborg Morph-Spore
// Pod-class Flagship:
//   I - Psy Pod
//   II - PSymbiot Bio Pod
//   III - PSymbiot Guardian Pod
//   IV - PSymbiot Stealth Pod
// Man of War-class Flagship:
//   I - Man of War
//   II - Fusion Man of War
//   III - Meson Man of War
//   IV - Cyber-Stealth Man of War
// Cyber Mech-class Flagship:
//   I - Cyber Mech
//   II - Powered Cyber Mech
//   III - Combat Cyber Mech
//   IV - Bio-Assassin Cyber Mech
// Fighter/Bomber-class Flagship:
//   I - Jump Fighter Bomber
//   II - Fighter Divebomber
//   III - Mastiff Missile Fighter
//   IV - Cybermorph Stealth Mastiff
//
// House units:
// Hover Tanker - Naval Carrier unit with hover capabilities. No offensive capability, meant to be used in Hover Naval unit assaults with aircraft.
// Noblesse Elitesse - this unit completes the Noble class, allowing you to upgrade your Nobles to these units when the time comes. They have exceptional hand-to-hand and psychic attack capabilities.
// Psy-master - another upgrade to the Noble, the Psy-master is as capable as a Blademaster in the Close Combat arts, while gaining a good Psychic Attack capability. Thanks to Joanne (VelaraDire@aol.com) for the ideas on a Psychic-attack capable Noble.
// Trans-Orbital Shuttle - This is a 4 Cargo Capacity, Non-Jump Capable Space vessel that can be used to rapidly deploy forces within a planetary system. Thanks to Joanne (VelaraDire@aol.com) for the ideas on this one!
// Added the Cybermorph Raider - the only large ship that combines stealth and agility, making it the ideal raider.
// Added the Stealth and Cybermorph Space Freighters and the Cybermorph Assault Lander to complete those classes. Space Freighters, in particular, do not look appealing (but they are a lot better than they seem), so to make them more appealing, I've completed the class. - Thanks to Kent Matthew Peterson for helping me see this.
// Naval Units: Gunboat, Advanced Gunboat, Naval Frigate, Guided Missile Frigate, Naval Cruiser, Guided Missile Cruiser, Meson Naval Cruiser, Special Operations Craft, Advanced Special Operations Craft - Thanks to Kent Matthew Peterson for his suggestions on the Gunboat!
// Added the Hover Frigate and Cruiser and Jump Hover Frigate and Cruiser to round out the Hover Naval unit category. Thanks to Joanne (VelaraDire@aol.com) for her comments on the Hover Frigate and Jump Hover Frigate! Hover / Jump Frigates were added to the Vau Quick Mercy unit category, sliding the Vau Quick Mercy to slot #3 and the Hover / Jump Cruiser was added to the Vau War Skif, bumping the Hover / Jump Battleship to the Vau War Tower category, and bumping the corresponding Vau ships to slot #3 in their respective categories.
// Added the Lander Carrier to the Naval Carrier category. This is a Lander-movement type Carrier that is meant to be the ultimate Air unit deployment platform. It requires the Naval Carrier as an input unit, and it must be upgraded at a Starport - which means you'll need a Starport on the coast. This unit replaces the Naval Escort Carrier. The Naval Escort Carrier could be loaded onto a Cargo Plane giving it unlimited range! So now no Naval Carrier units are loadable - Thanks to Joanne (VelaraDire@aol.com) for pointing this out!
// Added Cybermorph Space units - Frigates, Bulk Haulers, Space Carriers, Destroyers, Vlad Cruisers, Dreadnoughts, and Space Torpedo Bombers can be upgraded to Cybermorph units. These units have high agility by combining Polymorphonic Carbon with Cyberpilots for very agile ships and the best pilots in the galaxy!
// Added the Stealth Divebomber unit to complete the Divebomber unit class.
// Added Morph Hover Tank units to round out those unit classes.
// Added the Commando unit that requires the Rebel Partisan unit as an upgrade.
// Added the Mech Commander unit as an upgrade to an Officer. Now you can use Mech Commanders in battles to increase your loyalty.
//
// Deleted Units:
//
// Since the Disbanding Aircraft Bug has been fixed in EFS V1.4 beta, Aircraft no longer require an Aircraft Pilot as a Unit Prerequisite and so I've decided to disable the Aircraft Pilot Unit from being built, but it remains in UNIT.DAT to stay compatible with previous versions of Hyperion (this may change if I can think of a neat unit to take its slot!). The Flagship Artisan has been added in its place.
//
// Errors:
//
// A few units had errors in their technology requirement(s) that didn't match with the Manowitz section, these have now been fixed.
// Fixed two spelling errors: "Gas Gaint" to "Gas Giant" and "Vangaurd" to Vanguard" - thanks to Kent Matthew Peterson for this one!
//                                  ^^             ^^             ^^           ^^
// Cargo Pods are hover units again now that a spot of 0 has been implemented in EFS V1.4
//
// Unit Modifications:
//
// Engineers are now 200 Food / 500 Metal to build.
// All large units (i.e. space ships, naval ships, etc.) now require a certain amount of food to build. The unit uses the food for supporting the crew and any units aboard it.
// Naval Frigates have 1 Cargo Slot, Naval Destroyers and Cruisers 2 Cargo Slots, Naval Battleships 3 Cargo Slots, and Naval Carrier for Cargo Slots. These slots can be used to ferry units from one port to the next, but cannot land units amphibiously (i.e. like a Naval Transport)
// Space units are now invulnerable to Ranged Space weaponry. This means that they are very powerful units with their Ranged Space Weaponry.
// Space Fighters, etc. now have their pre-21NOV99 1.35 patch movement restored.
// Doomstars are now Landers - this means that they can effectively bombard planets and engage space fleets without being vulnerable to their Ranged Space weaponry. Ships must close to do damage, or launch fighters to try to exploit a weakness in the vessel's design.
// Starbases weapons are meant to represent "super" weapons with incredible range and have large shield generators that render long-range weapons ineffective. Vessels must penetrate the shield barrier and engage them at Direct and Close distances to damage them.
// Unit tweaking - implementing change to unit resource requirements for special technologies
//                 altering Naval unit agility so that their agility isn't so high compared to ground units. Also increasing their armor where appropriate.
//                 dropped the accuracy of Cyber Mage's and Monk's Psy Accuracy from 26 to 24. Now Cyber Mages don't automatically kill Cyber Corp Legions.
// Phasing Starbases now require Doomstar Applied Technology
// Jump Hover units are now back in the Jump category and their statistics have been changed such that they are good space combat vessels. However, they have very low agility and hence should refrain from being used as a main attack force. You still must disband them back to the Hover form for use on ground assaults.
// The Colony Ship has been moved to slot #5 of the Assault Lander unit category. Since it is a good idea to disband the Colony Ship back to an Engineer when you want to build something, this forces the issue. Plus, now it looks like a real space ship, instead of an Engineer in space! The Colony Ship still remains in Engineer Slot #3 for compatibility with previous versions, but can no longer be built. I may add a new unit to this slot soon...
// High-end Hover Tank units have had their total Structure Resource Requirement (Metal + Ceramsteel) reduced from 40 to 30 so that they are less massive than the Hover Frigate.
// All PTS units have been changed so that the have an Air attack capability as their secondary attack mode.
// Armor on a Plague Bomb is now zero - should make it more like an actual bomb and also make them most difficult to capture.
// Shock Legions require Advanced Nanotech as an additional technology requirement. This has the effect of increasing their accuracy in all attack modes. Before, Shock Legions were effectively acquired too soon after Assault Legions to make Assault Legions useful - Thanks to Kent Matthew Peterson for pointing this out!
// Increased the agility of Symbiot and Vau space ships.
// Non-PTS Submarines are back in the Naval Movement category (they are real Naval units again). The Naval movement category is hard-coded immune to Ranged Space and I modified it so that the only weapons that can hit them are Underwater and Psychic.
// Chem Shock Legions require Genetic Manipulation instead of Ceramsteel as tech. This has caused their attack statistics to increase (making them more akin to the original Hyperion Chem Shock Legions), but I've moved their Indirect weaponry to Direct.
// Gunships have had their Air attack capabilities removed. Now they are specifically anti-Naval and anti-Personnel units.
// Plague Bombs, all Symbiot, and all Vau units are not effected by the plague.
// With the addition of the new Naval units, I've redesigned most of the original Naval units.
// With the addition of Hover Frigates and Cruisers, I've reassigned the Hover Naval unit combat capabilities.
// Nobles and Blademasters now have better abilities - thanks to Kent Matthew Peterson for his suggestions here!
// Rebel Artillery, Anti-Tank Guns, and Anti-Air Guns have had their Armor reduced from 60 to 30, Agility from 7 to 6, Spot from 12 to 6, and Camouflage from 11 to 5. Let's see how this works - thanks to Kent Matthew Peterson for his suggestions here.
// Readjusted the base Camouflage of Foot units, now it is 4 instead of 6 - it seemed that Foot units had too high of a base Camouflage rating - Thanks again to Kent Matthew Peterson!
// I reduced the damage of high-end Space Fighters from 75 to 50 so that they do slightly less damage.
// Spies, Assassins, Dopplegangers, Saboteurs, and Officers are now built in Palaces.
// Energy and Trace are now resources that can be used to increase movement & attack strength and accuracy of low-tech units, respectively, and so now a lot of the low-tech units use Energy and Trace in the resource requirement. Note that Energy does not show up as a unit resource requirement, but is still used.
// Torpedo Bombers from the Martyr on up all have Psychic Attack Capabilities.
// All Pyschic Attack units now have Gems as part of their unit requirements. This gives them a fairly high attack capability.
// Flame Thrower Legions now only require Electronics, Composite Armor, and Psychosocial Engineering.
// Fanatic Legions now only require Meditation and Pharmaceuticals.
// Dervishes now only require Psychosonic Manipulation and Theurgy.
// Wraith Space Marines now require Ranger Legion tech.
// The base movement of all Foot units is now 3.
// Naval units no longer consume food.

TECH.DAT

// Changes from V1.2 to V1.35b (Subtract 15 from the line number to find the tech number)
//
// Updated Technology Research Point Cost Values
// Changed the name of Cure for Necrosis to Resistance to Necrosis
// Adjusted the Applied Tech Research Algorithm slightly
// Plague Bomb now requires Hovertech
// Armored Freighter now has a Church Dislike Negative of 2
// Powered Bulk Hauler now has a Church Dislike Negative of 3
// Raider Stealthship now has a Church Dislike Negative of 4
// Advanced Hovertech now has a Church Dislike Negative of 7
// Disconinuity Field Generator now has a Church Dislike Negative of 5
// Fractal Metaphysics now has a Church Dislike Negative of 4
// Necrosis now has a Church Dislike Negative of 9
// Assassin now requires Psychopharmacology
// Added Hostile Environment Mastery
// Xyll Warbeast requires Hostile Environment Mastery instead of Xenobiology
// Hostile Environment Mastery is now a requirement for Wetware
// Vau Psychology now requires Psychosonic Manipulation
// Alien Psychology now requires Xenobiology as a prerequisite
// Updated the technology information
// Changed Advanced Naval Carrier to PTS Meson Watercraft
// Changed Advanced Naval Destroyer to Advanced Minor Watercraft
// Changed Advanced Naval Battleship to Guided Missile Watercraft
//
// Fixed - A few technologies had errors in their technology requirement(s) that didn't match the Manowitz section.
// A lot of the Applied Techs have been slid from the first unit in a class to the second unit,
// for instance, Naval Destroyers are now Advanced Minor Watercraft. This is to help speed up
// the early game - Thanks to Kent Matthew Peterson for his suggestions on this.
// Chem Shock Legions is no longer a tech, instead Genetic Warrior Legion is a tech.
// Added the Ranger Legion Tech.
// Removed the Pitbull Battle Tank tech and replaced it with Killer Gunships tech.
// Rocket Legions now require Cyberpilot
// Dervishes now only require Psychosonic Manipulation and Theurgy
//

RES.DAT

// Changes from V1.2 to V1.3
//
// Changed the description to match how I used it in the game
//
// I thought the formulas I used in V1.2 were overly complex and so decided to greatly
// simplify the formulas and base a resources cost more on the price of its constituent
// resources and the technology needed to start producing that technology. I also thought
// that the gathered resource costs were too high, and so gestimated prices for the gathered
// resources that seemed to be more appropriate.
//
// Apply the following formulas when determining price:
//
// Gathered resource unit cost:
// Food = 1
// Energy = 5
// Metal = 2
// Trace = 10
// Exotica = 25
// Gems = 50
//
// Produced resource unit cost is determined by adding the total cost
// of all resources used to produce it divided by the number of that
// resource produced in the city plus the Research Point cost of the
// tech required to Build the city divided by the number of that resource
// produced in the city squared.
//
// Chemicals = (15*5 + 5*10) / 15 + 0 / 15^2 = 8
// Biochems = (25*5 + 5*25 + 10*8) / 25 + 250 / 25^2 = 14
// Electronics = (15*5 + 5*10) / 15 + 250 / 15^2 = 9
// Ceramsteel = (20*5 + 10*10 + 10*8) / 20 + 850 / 20^2 = 16
// Wetware = (60*5 + 15*14 +15*16) / 15 + 2500 / 15^2 = 56
// Monopols = (20*5 + 10*9) / 20 + 700 / 20^2 = 11
// Singularities = (25*5 + 10*11 + 15*50) / 1 + 1000 / 1^2 = 1990
//

TARGET.DAT

// Changes from V1.2 to V1.35beta
//
// Landers are now vulnerable to Direct and Close weapons. This means that Landers can attack other Landers
// in space with their Direct and Close weapons. Note that Direct weapons *only* work in space, Landers are
// hard-coded immune to Direct weapons on the ground.
// Due to any unit with space combat ability being able to launch from a Space Carrier (namely Crawlers)
// the ground units have been made vulnerable to various space weaponry (previously, Crawlers were
// invulnerable in space, as well as others).
// Space is now vulnerable to Ranged Space and Lander is now immune to Ranged Space.
// This is to account for the fact that all Landers are small vessels and hence too small for such weaponry.
// Naval are only vulnerable to Underwater and Psychic. This is for Non-PTS Submarines.
// Wheel and Crawlers are now susceptible to Ranged Space Attacks.
//

TERRCOST.DAT

// Changes from V1.2 to V1.35beta
//
// Hover units now move faster through most terrain types.
// Landers now move across water just like an Air or Naval unit.
// Experimenting with the movement of Naval units through River hexes.
//
// With the advent of EFS V1.4, I've made the Naval,
// Wheel, and Crawler units move 0.0 through roads. This helps prevent crashing problems during movement, but they can still attack cities on the coast.
//

STRBUILD.DAT

// Changes from V1.2 to V1.35beta
//
// The following changes are due to technology research cost changes in TECH.DAT:
// Cyclotrons now cost 100 Firebirds upkeep.
// Shields now cost 380 Firebirds upkeep.
// Wetware now cost 370 Firebirds upkeep.
// Churches and Fusoriums now cost 70 Firebirds upkeep.
// Churchs now require Theurgy instead of Meditation to build - Thanks to P. Sean O'Neal for this great suggestion!
//

PROD.DAT

// Changes from V1.2 to V1.35
//
// Cyclotrons now require 75 energy - I felt that Cyclotrons should
// require the most energy of any production facility.
//



Version 1.2

Changes to the Hyperion Patch from V1.1 to V1.2:

EFS V1.3 Bugs fixed by this patch

Through some clever suggestions (thanks to Eric Moon), I've eliminated the Disbanding Aircraft Bug
and the loaded Freighter / Bulk Hauler bug. The Disbanding Aircraft bug could be encountered when
you disbanded an aircraft outside of a city. As long as you didn't leave the Stack Screen, you could
generate unlimited resources. This bug has been fixed by requiring every aircraft to use the Aircraft
Pilot foot unit as a prerequisite. Now if you disband an aircraft, it will give you the Aircraft Pilot
back instead of unlimited resources.

There was also a bug with Jump and Space units that had cargo slots. If either a Jump or Space movement 
type unit with cargo slots had at least one unit loaded on the ground, it could not be attacked by ground 
forces. If it was located in a Shield city, it could not be attacked by Ranged Space or ground forces; making 
it *completely* invulnerable to any of these attacks. So now, even though I still have them listed under Jump 
units, every cargo-carrying Jump unit is now classified as Lander movement type.

UNIT.DAT

// Changes from 1.1 to 1.2
//
// New Units:
// To solve the disbanding aircraft bug, there is now an Aircraft Pilot (built in Factories and uses the Scientist icon) unit that is a prerequisite for the first unit in all aircraft classes. After you upgrade the Aircraft Pilot to an aircraft, then succeeding upgrades will require the specific aircraft as a unit requirement - thanks to Eric Moon for his suggestions on this!
// Added the Morph Gunship, Stealth Gunship, Power Divebomber, and Meson (Naval) Carrier units.
// The Warlock can now be built in a Church, added the Cyber Mage unit (uses the Spy icon so it can attack on Byzantium II) as an upgrade to the Warlock that can also be built in a Church - Thanks to Bob Wahl for his comments to add more Psychic Attack units.
// Added the Colony Ship unit as an upgrade to an Engineer. Uses the Engineer icon, has 4 cargo slots, and so can be used to colonize distant worlds and bring along some defensive (or aggressive!) units.
// I had moved the Saboteur to the Spy class, but this eliminated his ability to Build/Raze cities. So I added the Demolition Team as an upgrade to an Engineer that effectively has the old Saboteur's statistics. The new Saboteur now requires Assassins and Demolition Team and is now a new unit under the Spy Unit Class and is still a Spy upgrade.
//
// Spotting and Camouflage changes:
// Stealthy Space Ships could be spotted by loading a high spotting unit onto a loadable space unit. This has been rectified by adding 10 to the base spotting formula of each Jump and Space unit's spotting and camouflage. This way, each Jump or Space unit's spotting is higher than any ground unit's so that you cannot take advantage of their high spotting abilities. Thanks to Eric Moon for his suggestions on this one.
// So that I did not have to increase the spotting of Jump and Space units more, Stealth Spy Planes have 13 spotting, but regular Spy Planes still have 12 spotting. The appropriate changes to the Stealth Spy Plane's resources have been made.
// Assault Landers and Stealth Assault Landers have also had their spotting and camo increased by 10.
// Note: the above changes only effect the use of ground units as a strategy for increasing the spotting of your cargo carrying space units. You can still load space units (space fighters, torpedo bombers, and space marines) onto transports to increase their spotting, which I think is okay.
// To keep pace with the increased spotting of space units, all stealth ground units have had their camouflage increased slightly.
//
// Unit Alterations
// Militia Legions can be built in every city again. Making them only buildable in Forts effectively eliminated them from the game, but it also means that the computer players will start cranking out lots of them. But it makes multi-player games better, so this shouldn't be a problem.
// Modified the movement of some of the Naval and Naval Crawler units, so that Naval Transports can no longer outrun Battleships and Carriers. I've adjusted the resources for each unit I modified.
// Seraphim Space Fighters and Prophet Space Torpedo Bombers required Ceramsteel technology, yet they did not require any Ceramsteel resources to build. I've adjusted this oversight, which ends up giving both units 5 more armor.
// Marauder Legions were meant to require a Shock Legion as the required unit. I didn't have a unit requirement, so now they require Shock Legions to build.
// Mech Warrior units are no longer loadable since it seems like jump or lander units cannot be unloaded in space. I have gotten it to work a few times, but I can't figure out how to get them to unload all the time. It seems like there is some sort of bug here that allows you to do it, because I've also been able to unload a spy in space.
// Engineers now cost 500 Metal to build.
// All former Wheel Movement Class units are now Tread Movement Class. The Wheel Movement Class is now being used by Non-PTS Naval Units so that they don't give away their position when you land within 5 hexes of them.
// Fanatics now have 4/15 Close and 8/25 Psychic attack abilities.
// All Vau units are now very powerful and at least have a Psychic Attack ability.
// All Symbiot Space units are now much more powerful.
// Seraphim Space Fighter and Space Torpedo Bomber now have 1 more agility.
// Long-Range Bomber units now have more movement than all other air units, and I changed the base movement of air units to 4 less movement points. Thanks to Dexter (dextert@earthlink.net) for his comments on this!
// PTS Weapons now have higher Ranged Space accuracy and power.
// Cargo pods are now 0 movement. This is to prevent the use of using them as cheap scouting/capturing/blocking units. They can still be used to block aircraft, but now you need some sort of transport to spread them around.
// Naval Carrier units no longer have 4 cargo slots since they really couldn't be used anyway.
// Engineers now require 500 Metal to build.
// To solve an EFS bug involving cargo-carrying Jump and Space units, Jump units with cargo slots are now Lander movement and Space units with cargo slots have had them removed. Thanks to Eric Moon and Richard Wein for their input in helping make this decision.
// With the above change, I've given Freighters and Bulk Haulers a small, inaccurate close attack. Also, I needed to differentiate the 3 Cargo Haulers, so Freighters have much higher Agility, while the Assault Lander has 4 movement and higher agility as well.
// All Symbiot and Vau space ships are now Lander movement class so that they are harder to capture if they are on the ground.
//
// Firebird Issues:
// In trying to deal with the ease at which you can generate Firebirds, each unit now costs 10X its upkeep to build, except for special units which are 100X. Special units are Spies, Blademasters, Assassins, Dopplegangers, Saboteurs, Officers, Cyber Mages.
// The cost formula for Space Units, Space Fighters, Space Torpedo Bombers, Space Marines, Mech Warriors, Air units, and Naval units has now changed.
// Where a unit is an upgrade, the initial cost of the unit is as above, less the requisite unit's cost.
// If an Assault Legion's upkeep is 21, its initial Firebird cost is 210 - 170 (the Power Armor Legion's cost) = 40 Firebirds to build.
//

PROD.DAT

// Changes from V1.0 to V1.2
//
// From the Upkeep / Turn formula:
// Ch = 2 (Requires En = 1, Trace (Tr) = 1)
// El = 2 (Requires En = 1, Tr = 1)
// Bi = 4 (Requires En = 1, Exotica (Ex) = 1, Ch = 2)
// Ce = 4 (Requires En = 1, Ch = 2, Tr = 1)
// We = 9 (Requires En = 1, Ce = 4, Bi = 4)
// Mo = 3 (Requires En = 1, El = 2)
// Si = 5 (Requires En = 1, Gems (Ge) = 1, Mo = 3)
//
// This means that the total number of resources needed
// to produce it are 10X its score for instance:
// Chemicals needs a total of 20 resources.
//
// The number of resources is limited by its maximum
// requirement number:
// For Chemicals, it requires 15 Energy, so it produces
// 15 Chemicals
// Exceptions to this are Wetware which is 1/4 or 15
// and Singularities which is 1/25 so 1
//

RES.DAT

// Changes from V1.0 to V1.2
//
// Changed the description to match how I used it in the game
//
// Apply the following formulas when determining price:
// If resource requires no technology to build it has a base of 100
// If the resource is used to create other resources then its cost
// is 100 for each resource it is used to create that does not require
// a tech and the research point cost for each tech it is used to create that
// requires a tech.
// If the resource requires a technology before it can be created or
// it is a produced resource, then its cost is the technology Research
// Point cost + the research cost of each resource it is used to create
// + the cost of all requisite resources + 500 base.
// All totals are then divided by the number of units it creates
// If the resource is harvested, then it is divided by its rareness factor
//
// Rareness Factors:
// Food = 100
// Energy = 150
// Metal = 50
// Trace = 25
// Exotica = 5
// Gems = 5
//
// Food - harvested, requires no technologies, and not required for any other resource: 100 / 100 = 1
// Energy - harvested, requires no technologies, and used to generate Chemicals, Electronics,
//          Biochems, Ceramsteel, Wetware, Monopoles, and Singularities; so its cost is:
//          [ 100 + 5700 + 100 ] / 150 = 39
// Metal - harvested, requires no technologies, and not required for any other resource = 100 / 50 = 2
// Trace - harvested, requires no technologies, and used to generate Chemicals, Electronics,
//         and Ceramsteel; so its cost is: [ 100 + 1100 + 100 ] / 25 = 52
// Exotica - harvested, requires no technologies, and used to generate
//           Biochems; so its cost is: [ 100 + 250 ] / 5 = 70
// Chemicals - produces 15, requires no technologies, used to generate
//             Biochems and Ceramsteel, and requires Energy and Trace;
//             so its cost is: [ 500 + 1100 + 100 + 39 + 48 ] / 15 = 119
// Biochems - produces 25, requires Pharmaceuticals (250), used to generate
//            Wetware, and requires Energy, Exotica, and Chemicals; so its cost is:
//            [ 500 + 2750 + 100 + 39 + 70 + 119 ] / 25 = 143
// Electronics - produces 15, requires Energy Physics (250), used to generate
//               Monopoles, and requires Energy and Trace; so its cost is:
//               [ 500 + 900 + 39 + 48 ] / 15 = 99
// Ceramsteel - produces 20, requires Ceramsteel (850), used to generate
//              Wetware, and requires Energy, Chemicals, and Trace; so its cost is:
//              [ 500 + 3350 + 100 + 39 + 119 + 48 ] / 20 = 208
// Wetware - produces 15, requires Wetware (2500), used to generate nothing
//           and requires Energy, Ceramsteel, and Biochems; so its cost is:
//           [ 500 + 3600 + 39 + 208 + 143 ] / 15 = 299
// Monopols - produces 20, requires Monopols (650), used to generate
//            singularities, and requires Energy and Electronics; so its cost is:
//            [ 500 + 1800 + 39 + 99 ] / 20 = 122
// Gems - harvested, requires no technologies, and used to generate singularities; so its cost is:
//        [ 100 + 900 ] / 5 = 200
// Singularities - produces 1, requires Cyclotron (900), not used to generate
//                 anything, and requires Energy, Gems, and Monopols; so its cost is:
//                 [ 500 + 1550 + 39 + 200 + 122] / 1 = 2411
//

TECH.DAT

// Changes from V1.1 to V1.2
//
// The formulas for Tech Research Point cost have been modified so that techs now
// require much more Research Points to get. This puts more emphasis on the protection
// of Labs in multi-player games, because the upkeep cost for each tech is 1/100 of its
// Research Point Cost and so you will have to find better ways of keeping your labs safe
// from your enemies.
// 

TARGET.DAT

// Changes from V1.1 to V1.2
//
// Now that Non-PTS Naval units are Wheel Movement Type, they have the same immunities as Crawlers.
//

TERRCOST.DAT

// Changes from V1.1 to V1.2
//
// Wheel Units are now just like Crawlers and can only move on water.
// This is so that Non-PTS Naval units will not give away their location
// when enemy ships land within 5 hexes of them.
//

STRBUILD.DAT

// Changes from V1.0 to V1.2
//
// The following changes have been made to help with reducing the ease at which
// you can make Firebirds:
//
// Harvest Structures are 5 for each resource they can collect (a mine harvests Metal,
// Trace, and Gems so it has an upkeep of 15).
// Structures that require technology to build cost 1/10 of their Research Point cost
// The intitial Build Cost is 10X the Upkeep Cost (or the Research Point cost)
//

UNITSPOT.DAT

// Changes from 1.0 to 1.2
//
// Now that I had to increase the spotting of space units,
// I've had to increase the camo modifier so that stealthy
// ground troops would remain hidden.
//

EFS.INI

Cities heal at 6 hp / turn instead of 8 - this increases the number of turns that
it takes for a city to achieve full production
The range for the League declaring the 3rd Republic is now 100k-200k Firebirds

See each file for a complete revision history.

Version 1.1

Changes to Hyperion Patch from V1.01 to V1.1:

UNIT.DAT

// Changes from 1.01 to 1.1
//
// New Mech Units! - Thanks to Ray Grant (rjgrant@kern.com) for all his suggestions!
// I've added
//   Scout Mech, Light, Medium, Heavy, and Assault versions of Mechs, Anti-Air Mechs, and Grappler Mechs, and a Stealth Scout Mech - a total of 14 new units.
//   To make them look somewhat like mechs, Scout Mechs are in the Covert Legion class, Light Mechs are in the Power Armor Legion class, Medium Mechs are in the Chem Shock Legion class, Heavy Mechs are in the Shock Legion class, and Assault Mechs are in the Marauder Legion class.
//   Mech Units are Lander Units giving them the unique ability to jump from system to system and engage ground units.
// Security Specialist now has MR:2, Sp:9, D:2/20, C:2/20. Before, the Security Specialist seemed redundant with the Sniper somewhat, now his role is to sit in the farm and use his illegally acquired electronics to detect enemies sneaking up on the farm.
// Armored Freighter's Rank is now 7 and Freighter's Rank is now 6. This is so that the Bulk Hauler is further back in combat than the Freighter.
// Symbiot Warbeasts can now only be built (grown) in Arboriums.
// Grim Reaper Field Tanks now have 90 armor, Stealth Grim Reaper Field Tanks now have 100 armor. The appropriate changes in resources have been made. It looks like I didn't increase their armor like I should have.
// Naval Destroyers are now x / 75 Indirect and x / 100 Air, Naval Battleships are now x / 150 Indirect and x / 50 Air.  Naval Destroyers lacked the punched needed to do serious damage to other high armored units so now they should be better, and the Naval Battleship was increased to keep it ahead of the Naval Destroyer. The appropriate changes in resources have been made.
// Advanced (Naval) Destroyers are now x / 100 Indirect and x / 125 Air, Advanced (Naval) Battleships are now x / 175, x / 75. These keep up with the changes to the Naval Destroyer, etc. The appropriate changes to resources have been made.
// Meson (Naval) Destroyer's and Meson (Naval) Battleship's Indirect and Air attack capabilities are the same as the Advanced (Naval) Destroyers and Battleships. This is to keep up with the changes to the previous units. They retain the same Ranged Space capability. The appropriate adjustments to resources have been made.
// Clergy are now move 2 and 0 armor. Had overlooked them before, this oversight has been rectified.
// Militia Legions can now only be built in Forts. This is to help out the computer AI.
// 
// Changes from 1.0 to 1.01
//
// PTS Missile Launcher now has 7 / 100 Ranged Space and the appropriate changes in its resource requirements. This makes them do more damage, where before they hardly did any.
// PTS Laser Cannon now has 10 / 125 Ranged Space and the appropriate changes in its resource requirements. They did okay damage before, but since the PTS Missile Launcher changed to 100 attack strength I needed to bump theirs up a little more.
// Ballistic Missile Submarines are now 6 / 50 Underwater and 8 / 100 Ranged Space. Like PTS Missile Launchers, they hardly did any damage, now they are more effective.
// Mini Missile Submarines are now 9 / 100 Ranged Space. Again, like PTS Missile Launchers, they hardly did any damage and are now more effective.
// Morph Missile Subs are now 10 / 100 Underwater and 12 / 125 Ranged Space. This is to keep up with the changes made to Ballistic Missile and Mini Missile Submarines.
// Snipers now have 8 / 45 Close and no Indirect or Air capability, no change in resource requirements. This now makes Snipers only effective against foot units.
// Fertilzer Specialists now have 8 / 50 Indirect and no Direct capability, no change in resource requirements. This now makes Fertilizer Specialists much more effective against ground units.
// Frigates now have less armor at 100 and I've adjusted their Direct Space and Close Space they are now 4 / 40 and 6 / 60 the appropriate changes in its resource requirements have also been made. Frigates were a little bit too powerful, now hopefully they're not as powerful.
// Fusion Frigates and Cloaking Frigates are now X / 65 and X / 85 on the Direct and Close Space combat abilities. Their accuracy has not changed and there is no change in the resource requirements. This is just to go along with the changes made to Frigate's combat strengths.
// Doomstars now have more armor at 400, I've adjusted an error in their agility it should have been 4, and now their attack statistics are Ranged Space: 24 / 400, Direct Space: 18 / 150. The appropriate changes in resources have been made. Doomstars were more like Dudstars, so now they should be more powerful.
// Likewise, Starbase's Direct Space attack strengths have gone up: Starbases are now Direct Space 5 / 125 and Close Space 5 / 75, Fusion Starbases are now 8 / 200 and 6 / 75, Meson Starbases are now 12 / 275 and 10 / 100, and Phasing Starbases are now 22 / 350 and 20 / 100.
// Hover Destroyers are now tougher, they have 250 armor and 10 / 125 Indirect and 5 / 100 Air. The appropriate changes in resource requirements have been made. Hover Destroyers did not take damage as well as they needed, now it's better. They also do more damage now, too.
// Hover Battleships are now tougher, they have 300 armor and 15 / 200 Indirect and 10 / 150 Direct. Hover Battleships, like Hover Destroyers were not taking damage as well as I expected, so now they are better. They also do more damage now, too.
// All Naval units are now Crawler units except Naval and Armored Transports. This is to deal with the bug of having a Naval unit and a Crawler unit in the same stack and the Crawler not being able to use its Ranged Space weapons against bombarding space ships.
// Hover Trucks were Wheel units but are supposed to be Hover units so that error has been corrected. Oops! My fault on this one!
// Assault Landers had 5 camouflage but did not have the appropriate resources allocated in Electronics for this to be. They now require 18 electronics. This was a bookkeeping error on my part.
// Cadiz Dreadnoughts now have more Ranged Space they are 13 / 200. The appropriate changes to its resource requirements have been made. Cloaking Dreadnoughts are now 23 / 225 to keep up with the changes to Cadiz Dreadnoughts. Dreadnoughts now have more punch and should do better now especially against smaller capital ships.

TARGET.DAT

// Changes from V1.0 to V1.1
//
// Discovered that Landers are vulnerable to Indirect and Close while on the ground. However, if I
// make an entry of 1 in Indirect or Close, they will be vulnerable to Indirect and Close Combat in
// Space. If I have a 0 in Indirect or Close, they cannot be hit with Indirect and Close weapons in
// space. Lander units with Indirect and Close cannot hit other Lander units in space this way.
// Naval units cannot be hit with Ranged Space Weapons no matter what the entry

DAMAGE.DAT

// Changes V1.0 to V1.1
//
// Increased the resolution of the attack tables, not as many redundant numbers.

TECH.DAT

// Changes from V1.0 V1.1
//
// Added Mechanized Warrior to the Applied Technology section

TERRCOST.DAT

// Changes from V1.0 to V1.1
//
// Landers can now move on the ground similar to foot units

That's all the changes for now!
