-----------------------------------------------------------------------------------------------------------------

172 - CYBRAN T2 AMPHIBIOUS TANK DESCRIPTION

Affected unit:    Cybran T2 Amphibious tank
Bug description:  This units description doesn't indicate it's amphibious.
Fix description:  Added description via small blueprint update
Fix location:     \units\URL0203\URL0203_unit.bp in Display section.
Fix author:       Brute51

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171 - UEF T3 SCOUT AIRCRAFT CANNOT LAND ON FATBOY

Affected unit:    UEF T3 spyplane
Bug description:  The spyplane cannot dock with the fatboy because it can't turn sharp enough.
Fix description:  Blueprint change so the unit can turn a bit sharper.
Fix location:     \units\UEA0302\UEA0302_unit.bp in Air section.
Fix author:       Brute51

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170 - WHEN KILLED THE AEON AIR EXPERIMENTAL DOESN'T REMOVE THE UNIT IT WAS BUILDING

Affected unit:    Aeon Experimental CZAR
Bug description:  When the flying saucer is killed it doesn't destroy the unit it was building until it hits the
                  surface. This results in the health and progress bars of the partial constructed unit being 
                  visible for a while.
Fix description:  When the CZAR dies it checks  to see if last built unit was completed and, if not, destroy it.
Fix location:     \units\UAA0310\UAA0310_script.lua in OnKilled unit event
Fix author:       Brute51 & Maranovski

This one was put under fix 114 (factories kill last built unit when killed) but it's a different bug so it gets it's
own item number. This fix was present in v3 and up aswell.

-----------------------------------------------------------------------------------------------------------------

169 - SERAPHIM T1 BOMBER BOMB SOMETIMES DETONATES TO EARLY

Affected unit:    Seraphim T1 bomber
Bug description:  The bombs dropped from this bomber sometimes detonate in mid-flight. This happens when the
                  bomber flies at a high altitude, usually because of steep mountains, when dropping it's bomb. If
                  the bomb is in flight longer than 3 seconds it detonates.
Fix description:  Changed the bomb projectile lifetime from 3 seconds to 30 seconds (other bombers don't have a
                  projectile lifetime).
Fix location:     \units\XSA0103\XSA0103_unit.bp in the Weapons table
Fix author:       Kaskouy

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168 - AIRCRAFT AT FULL SPEED WITH NO FUEL

Affected unit:    UEF T2 Fighter/Bomber, Cybran T2 Fighter/Bomber, Seraphim T2 Fighter/Bomber
Bug description:  These aircraft can fly at full speed when out of fuel by attacking something. When one of
                  their weapons comes out of idle state the aircraft has it's speed penalty removed.
Fix description:  The aircraft has different speeds for attacking ground units and for attacking air units. When
                  the aircraft switches target types the movementspeed is adjusted accordingly. This doesn't take
                  the fuel into account. The fix changes that.
Fix location:     \units\DEA0202\DEA0202_script.lua in Bomb section of the Weapons table,
                  \units\DRA0202\DRA0202_script.lua in GroundMissile section of the Weapons table,
                  \units\XSA0202\XSA0202_script.lua in Bomb section of the Weapons table.
Fix author:       Kaskouy, Brute51

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167 - CAPTURE BUG

Affected unit:    Some units
Bug description:  This bug can be exploited so I don't want to make anyone any wiser.
Fix description:  Added a check to see if the bug is being exploited. If yes a bad thing happens.
Fix location:     \units\XRB0104\XRB0104_script.lua in event function OnStartBuild, 
                  \units\XRB0204\XRB0204_script.lua in event function OnStartBuild, 
                  \units\XRB0304\XRB0304_script.lua in event function OnStartBuild
Fix author:       Brute51 (Gowerly gave useful suggestions)

-----------------------------------------------------------------------------------------------------------------

166 - INCORRECT SHIELD ANIMATION WHEN HIT BY BEAM WEAPON

Affected unit:    Cybran T2 Heavy Tank, Cybran T2 PD, any unit with non-continuous collision beam weapons
Bug description:  The point of impact is incorrectly passed to the shield resulting in the shield creating impact
                  effects at the beams origin point rather than it's end point.
Fix description:  Made it so the beam now passes down it's end point instead of it's starting point.
Fix location:     \lua\sim\CollisionBeam.lua in function DoDamage
Fix author:       Brute51

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165 - AEON ABSOLVER TAKES 1 TRANSPORT SLOT

Affected unit:    Aeon T3 Absolver
Bug description:  The absolver takes 1 instead of 4 slots in a transport. This means you can carry more absolvers
                  than other T3 land units in a transport.
Fix description:  Added correct transport data to unit blueprint
Fix location:     \units\DAL0310\DAL0310_unit.bp in Transport section
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

164 - QUICK BUILD BUG 2

Affected unit:    Some units
Bug description:  This bug can be exploited so I don't want to make anyone any wiser.
Fix description:  Added a check to see if the bug is being exploited. If yes a bad thing happens.
Fix location:     \lua\sim\Unit.lua in class Unit, in event functions OnStopBuild and OnStopBeingBuilt.
Fix author:       Brute51 (Gowerly gave useful suggestions)

-----------------------------------------------------------------------------------------------------------------

163 - T1 AND T2 MASS EXTRACTOR BUILD BONUS ON HIGHER TIER MASS EXTRACTOR WRECKAGE

Affected unit:    All mass extractors
Bug description:  The construction of mass extractors on the wreckage of a higher tier mass extractor gain a build
                  bonus. If the wreckage was reclaimed instead you would get a lot more mass, even when taking the
                  build bonus into account.
Fix description:  simple blueprint adjustment
Fix location:     \unit\UAB1103\UAB1103_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\UAB1202\UAB1202_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\UEB1302\UEB1302_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\UEB1202\UEB1202_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\URB1302\URB1302_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\URB1202\URB1202_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\XSB1302\XSB1302_unit.bp in Economy section, in RebuildBonusIds section,
                  \unit\XSB1202\XSB1202_unit.bp in Economy section, in RebuildBonusIds section.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

162 - SOME EMP WEAPONS CAN STUN WALLS

Affected unit:    Cybran T1 Artillery, Aeon T1 bomber
Bug description:  The weapons on some units with EMP can stun walls
Fix description:  simple blueprint adjustment
Fix location:     \unit\URL0103\URL0103_unit.bp in Weapon section, in Buffs section,
                  \unit\UAA0103\UAA0103_unit.bp in Weapon section, in Buffs section.
Fix author:       Gowerly, BulletMagnet, Brute51

-----------------------------------------------------------------------------------------------------------------

161 - CYBRAN T3 ASSAULT BOT CAN DEFLECT OTHER MISSILES THAN TACTICAL MISSILES

Affected unit:    Cybran T3 Loyalist
Bug description:  The tactical missile deflector can target other missiles than tactical missiles. According
                  to the ingame texts it's meant to only target tactical missiles.
Fix description:  Added a category check to the deflector
Fix location:     \unit\URL0303\URL0303_unit.bp in the Defense section, in the AntiMissile section,
                  \lua\defaultantiprojectile.lua in class MissileRedirect, in event function OnCreate, added
                  function GetBlueprint. In state WaitingState, in OnCollisionCheck.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

160 - UEF T2 SHIELD BOAT SHIELD RANGE RING

Affected unit:    UEF T2 Shield boat
Bug description:  There is a shield range ring and it accurately shows the range of the ring. But the shield has an
                  offset down so bombers can't fly under the shield. As a result the shield is under water for the
                  most part meaning the range ring doesn't accurately show the shield size above water.
Fix description:  Added a second range ring that does indicate the above water shield range.
Fix location:     \unit\XES0205\XES0205_unit.bp in the weapons section
Fix author:       Themak

-----------------------------------------------------------------------------------------------------------------

159 - QUICK BUILD BUG

Affected unit:    Some units
Bug description:  This bug can be exploited so I don't want to make anyone any wiser.
Fix description:  Added a check to see if the bug is being exploited. If yes a bad thing happens.
Fix location:     \lua\sim\Unit.lua in class Unit, in event function OnStartBeingBuilt().
Fix author:       Brute51 (Gowerly gave useful suggestions)

-----------------------------------------------------------------------------------------------------------------

158 - RADAR GOES OFFLINE WHILE UPGRADING AND RUNNING OUT OF MASS

Affected unit:    Radar units that can upgrade (probably only structures)
Bug description:  When the radar unit is upgrading and it runs out of mass the radar shuts off
Fix description:  Fixed it so during upgrading mass storage is ignored
Fix location:     \lua\sim\Unit.lua in function IntelWatchThread
Fix author:       Gowerly

This fix was present in V1 and up but I never added it to this list until now (V4)

-----------------------------------------------------------------------------------------------------------------

157 - THE STOCK AI CAN USE/BUILD/UPGRADE TO RESTRICTED UNITS/BUILDINGS

Affected unit:    All units (mostly upgradable buildings though)
Bug description:  The stock AI upgrades it's buildings even when it's not allowed to because of unit restrictions.
Fix description:  Added a check that runs upon building a unit and checks if the unit that's being build is allowed
Fix location:     \lua\sim\Unit.lua in event function OnStartBeingBuilt, in function CheckUnitRestrictions,
                  \lua\game.lua added function UnitRestricted()
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

156 - SERAPHIM TORPEDOES VULNERABLE TO SPLASH WEAPONS

Affected unit:    All units which use Seraphim torpedoes
Bug description:  The torpedoes are vulnerable to splash weapons
Fix description:  Blueprint adjustment
Fix location:     \projectiles\mod_torpedoes.bp in the entries for SANHeavyCavitationTorpedo01 through
                  SANHeavyCavitationTorpedo04.
Fix author:       FunkOff

-----------------------------------------------------------------------------------------------------------------

155 - MONKEYLORD RANGE RINGS

Affected unit:    Cybran Monkeylord land experimental
Bug description:  There is no range ring for the microwave laser.
Fix description:  Blueprint adjustment, changed heavy bolters to use the indirect fire range ring so the laser can
                  use the direct fire range ring.
Fix location:     \units\URL0402\URL0402_unit.bp in entry for the weapons and categories.
Fix author:       FunkOff, Kirvesnaama, Brute51

-----------------------------------------------------------------------------------------------------------------

154 - UPGRADED KENNEL HAS INCORRECT RANGE RING

Affected unit:    UEF T3 Kennel
Bug description:  The range ring shows a range which is bigger than it actually is. The T3 kennel has the same
                  range as the T2 kennel. The range is determined by the pod unit (XEA3204) and has a range of 15,
                  not 25.
Fix description:  Blueprint adjustment
Fix location:     \units\XEB0204\XEB0204_unit.bp in AI section
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

153 - BUBBLE UNIT RESTRICTION NULLIFIES ALL RESTRICTIONS

Affected unit:    none
Bug description:  When enabling the bubble unit restriction all unit restrictions are ignored
Fix description:  A non existent unit (DEB4303) was listed to be disabled when this restriction is enabled. This
                  caused a bug which in turn makes the engine forget to apply unit restrictions.
Fix location:     \lua\ui\lobby\restrictedUnitsData.lua in the part about bubble shields
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

152 - BOMBER FIRST BOMBING RUN INACCURACY

Affected unit:    UEF T2 and T3 bomber, Aeon T1 and T3 bomber, Cybran T1 and T3 bomber, Seraphim T1, T2, T3 and
                  experimental bomber.
Bug description:  Bombers drop their payload way too early on their first attack run after being idle.
Fix description:  Bombs dropped to early because of this bug get their trajectory changed a bit so they now hit
                  their intended target area
Fix location:     \lua\sim\defaultweapons.lua, \units\DEA0202\DEA0202_unit.bp in Weapon table,
                  \units\UEA0304\UEA0304_unit.bp in Weapon table, \units\UAA0103\UEA0103_unit.bp in Weapon table,
                  \units\UAA0304\UAA0304_unit.bp in Weapon table, \units\URA0103\URA0103_unit.bp in Weapon table,
                  \units\URA0304\URA0304_unit.bp in Weapon table, \units\XSA0103\XSA0103_unit.bp in Weapon table,
                  \units\XSA0202\XSA0202_unit.bp in Weapon table, \units\XSA0304\XSA0304_unit.bp in Weapon table,
                  \units\XSA0402\XSA0402_unit.bp in Weapon table
Fix author:       Kaskouy, Brute51

-----------------------------------------------------------------------------------------------------------------

151 - UNITS TARGETTING SERAPHIM ACU's FOOT

Affected unit:    Seraphim ACU
Bug description:  The Seraphim ACU can be hard to attack because some units target it's foot which reduces received
                  damage.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSL0001\XSL0001_unit.bp in AI section, in TargetBones section
Fix author:       Ze_PilOt & Legion Darrath

This fix was present in V1 and up but I never added it to this list until now (V4)

-----------------------------------------------------------------------------------------------------------------

150 - CYBRAN T3 PERIMETER REBUILD BONUS

Affected unit:    Cybran T3 Perimonitor
Bug description:  The Soothsayer doesn't get a rebuild bonus when being build on a Soothsayer wreckage.
Fix description:  simple blueprint adjustment
Fix location:     \unit\XRB3301\XRB3301_unit.bp in Economy section, in RebuildBonusIds section.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

149 - SERAPHIM ACU OVERCHARGE SHOT DOESN'T LEAD TARGET

Affected unit:    Seraphim ACU
Bug description:  The overcharge projectiles fired by the Seraphim ACU doesn't lead it's target. The overcharge
                  projectiles from the other ACU's do lead their target.
Fix description:  Edited projectile blueprint to lead it's target
Fix location:     \projectiles\mod_overcharge.bp
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

148 - SERAPHIM BUILDINGS AND EXPERIMENTALS WHEN COMPLETED FLASH VISUALLY TO ALL PLAYERS

Affected unit:    Seraphim buildings and experimentals
Bug description:  When a building or experimental is constructed it gives off a flash that can be seen through the
                  fog by all players. Easy intel?
Fix description:  Checks whether the constructed building can be seen before playing the flash for that player
Fix location:     \lua\EffectUtilities.lua in function CreateSeraphimBuildBaseThread() and in function 
                  CreateSeraphimExperimentalBuildBaseThread()
Fix author:       Maranovski

-----------------------------------------------------------------------------------------------------------------

147 - UEF T2 ASSAULT BOT WEIRD WALKING ANIMATION

Affected unit:    UEF T2 assault bot
Bug description:  The bot has a weird walking animation that is played to fast to conceal it's weirdness
Fix description:  Fixed animation
Fix location:     \units\DEL0204\DEL0204_unit.bp in Display table
Fix author:       Maranovski

-----------------------------------------------------------------------------------------------------------------

146 - SOME UNITS HAVE INCORRECT ANIMATIONS WHEN DROPPED FROM A TRANSPORT

Affected unit:    Seraphim T1 land scout, T2 assault bot, T3 mobile artillery, Cybran T2 assault bot.
Bug description:  When the unit is released by the transport it displays a wrong animation
Fix description:  Fixed animation
Fix location:     \units\XSL0101\XSL0101_unit.bp in Display Table, \units\XSL0202\XSL0202_unit.bp in Display table,
                  \units\XSL0304\XSL0304_unit.bp in Display Table, \units\DRL0204\DRL0204_unit.bp in Display table
Fix author:       Maranovski

-----------------------------------------------------------------------------------------------------------------

145 - SOME AQUATIC STRUCTURES CANNOT BE HIT BY TORPEDOES (PROPERLY)

Affected unit:    Cybran naval factories, Aeon naval factories and TMD
Bug description:  The Cybran and Aeon naval factories sometimes cannot be hit by torpedoes properly. The Aeon TMD 
                  building a cannot be hit by torpedoes at all when built on water.
Fix description:  Added a line to the blueprint that makes it collidable by torpedoes as is done with other naval
                  factories and TMDs.
Fix location:     \units\UAB4201\UAB4201_unit.bp, \units\UAB0103\UAB0103_unit.bp, \units\UAB0203\UAB0203_unit.bp,
                  \units\UAB0303\UAB0303_unit.bp, \units\URB0103\URB0103_unit.bp, \units\URB0203\URB0203_unit.bp,
                  \units\URB0303\URB0303_unit.bp
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

144 - VARIOUS SOUNDS ARE MISSING

Affected unit:    Seraphim ACU
Bug description:  Various sounds are missing for the Seraphim ACU. For example, there is no sound playing for the
                  ACU when it (begins to) capture an enemy unit. The sound that should be played when the ACU
                  dies doesn't exist.
Fix description:  The correct capture sound appears to be missing in the game. Replaced with T1 Engineer capture 
                  sound. The sound used for when the ACU dies had a typo in it.
Fix location:     \units\XSL0001\XSL0001_unit.bp in Audio table.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

143 - MISSING DESCRIPTION FOR UEF ACU ADVANCED TACTICAL MISSILE LAUNCHER

Affected unit:    UEF ACU
Bug description:  The description that should normally appear when the billy adv. tactical missile launcher is set
                  to auto-build doesn't appear. Instead the text "build-billy-auto" appears when hovering over the
                  build missile button.
Fix description:  Added an entry for "build-billy-auto" in the list of descriptions. Using the description text
                  without "(auto)" added to the end, like for other launchers because there is no such line in the
                  strings database (I don't want to mess with that). It does say that the launcher is set to auto
                  build though.
Fix location:     \lua\ui\help\tooltips.lua
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

142 - AEON T3 ARTILLERY MISSING FX WHEN FIRING

Affected unit:    Aeon T3 static artillery
Bug description:  The FX played when the artillery unit fires is weird, it's charge animation is played after the
                  projectile is fired.
Fix description:  Fixed minor coding error
Fix location:     \lua\aeonweapons.lua in weapon class AIFArtillerySonanceShellWeapon
Fix author:       Timberwolf

-----------------------------------------------------------------------------------------------------------------

141 - AMPHIBIOUS UNITS HALF IN AND HALF OUT WATER CANNOT BE HIT PROPERLY BY SURFACE WEAPONS

Affected unit:    UEF Fatboy, Percival, Cybran Monkeylord, Megalith, Brick, Aeon Galactic Collosus
Bug description:  A unit that's half in and half out the water sometimes can't be hit by normal weapons (Seraphim
                  units are not affected by this bug).
Fix description:  Added additional targetting points
Fix location:     \units\UEL0401\UEL0401_unit.bp in AI table, \units\XEL0305\XEL0305_unit.bp in AI table,
                  \units\URL0402\URL0402_unit.bp in AI table, \units\XRL0403\XRL0403_unit.bp in AI table,
                  \units\XRL0305\XRL0305_unit.bp in AI table, \units\UAL0401\UAL0401_unit.bp in AI table.
Fix author:       Brute51 & Ze_PilOt

This is not a complete fix but it makes it harder to abuse this bug

-----------------------------------------------------------------------------------------------------------------

140 - SUPPORT COMMANDER REGENERATE UPGRADES DON'T STACK WITH VETERAN REGENERATE BUFFS

Affected unit:    UEF ACU, Aeon, Cybran SCU
Bug description:  If the SCU has the nano-repair upgrade and it gains a veteran level the regeneration rate coming
                  from the upgrade is nullified resulting in a much lower overall regeneration rate.
Fix description:  Replaced engine regeneration adjust function (which appearantly overrides buffs) with a buff that
                  stacks and increases regeneration (the Seraphim ACU and SCU nano-repair upgrades used this already)
Fix location:     \units\URL0301\URL0301_script.lua in function "CreateEnhancement()" in part for 
                  "SelfRepairSystem" and "SelfRepairSystemRemove".
                  \units\UAL0301\UAL0301_script.lua in function "CreateEnhancement()" in part for 
                  "SystemIntegrityCompensator" and "SystemIntegrityCompensatorRemove".
                  \units\UEL0001\UEL0001_script.lua in function "CreateEnhancement()" in part for 
                  "DamageStablization" and "DamageStablizationRemove".
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

139 - SERAPHIM T3 ASSAULT TANK DOESN'T FOLLOW TERRAIN CONTOURS

Affected unit:    Seraphim T3 tank
Bug description:  The tank doesn't follow the contours of the terrain it's on which can result in it's weapons not
                  working properly (firing into the ground)
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSL0303\XSL0303_unit.bp in Physics table
Fix author:       BulletMagnet

-----------------------------------------------------------------------------------------------------------------

138 - WRONG STRATEGIC ICON FOR SERAPHIM T2 ASSAULT BOT

Affected unit:    Seraphim T2 assault bot
Bug description:  The bot uses the strategic icon of a tank instead of a bot icon.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSL0202\XSL0202_unit.bp
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

137 - TRANSPORT CAN CARRY TO MANY HOPLITES

Affected unit:    Hoplite / transports
Bug description:  More Hoplites than should can be carried in a transport
Fix description:  Simple blueprint adjustment
Fix location:     \units\DRL0204\DRL0204_unit.bp in transport table.
Fix author:       Gowerly

-----------------------------------------------------------------------------------------------------------------

136 - SCATHIS REFUSES TO FIRE WHEN ON A SLOPE / WEIRD SCATHIS BEHAVIOUR

Affected unit:    Cybran Experimental Scathis
Bug description:  The Scathis has a limited pitch on it's barrels. The limit is too tight and prevents it from 
                  raising the barrels high enough when on a slope. This results in the Scathis refusing to fire.
Fix description:  Simple blueprint adjustment
Fix location:     \units\URL0401\URL0401_unit.bp in Weapn table.
Fix author:       Brute51

Ralovio gave useful suggestions

-----------------------------------------------------------------------------------------------------------------

135 - STRATEGIC MISSILES CAN HIT NOVAX SATELLITE

Affected unit:    All units equipped with SMLs
Bug description:  Novax satellites can trigger a premature strategic missile detonation which the satellite
                  survives with no damage at all.
Fix description:  Blueprint adjustments for all nuke missile projectiles to make them not collide with satellite
                  units
Fix location:     \projectiles\mod_strategic_missiles.bp in DoNotColide table for all strategic missile projectiles.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

134 - AEON OPTICS FACILITY CAN DRAW POWER WHILE ITS PAUSED

Affected unit:    Aeon T3 Optics facility
Bug description:  If you pause the optics facility and then try to view something the building draws the power
                  required to see anything but doesn't show anything because it's paused.
Fix description:  Added check for facility is enabled before drawing power
Fix location:     \lua\RemoteViewing.lua in function OnTargetLocation
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

133 - UEF T2 CRUISER NOT FIRING BOTH AA WEAPON AND CRUISE MISSILES SIMULTANIOUSLY

Affected unit:    UEF T2 Cruiser
Bug description:  When the cruiser fires its cruise missiles its AA weapon is disabled until the cruise missile
                  salvo is fired. This effectively reduces the AA weapons DPS by 50% or so.
Fix description:  Made the cruise missile weapon non-exclusive so both weapons can fire
Fix location:     \units\UES0202\UES0202_unit.bp in Weapon table
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

132 - INCORRECT RESOURCE USAGE DURING COMMANDER ENHANCING

Affected unit:    ACUs, probably SCUs
Bug description:  It is possible to get ACU enhancements at a lower resource cost than specified. Build time is
                  always correctly used, the resource costs are not. 
Fix description:  Made sure the correct consumption values are used.
Fix location:     \lua\sim\Unit.lua in function UpdateConsumptionValues() and in event function OnStartBuild().
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

131 - ATLANTIS CARRYING LAND UNITS

Affected unit:    Atlantis
Bug description:  The Atlantis can be manipulated into carry some land units
Fix description:  Added a check to see if the Atlantis can carry the unit
Fix location:     \units\UES0401\UAS0401_script.lua, the unit class is derived from the PureFactory class in
                  \lua\PureFactory.lua.
Fix author:       Brute51 (Gowerly and Ralovio gave useful suggestions)

This is a workaround, not a bug fix.

-----------------------------------------------------------------------------------------------------------------

130 - ACU T3 ENGINEERING SUITE LOWERS REGENERATION RATE

Affected unit:    All ACU's
Bug description:  An ACU upgraded with the T3 engineering suite gets a lower regeneration rate than it has with the
                  T2 engineering suite it had before upgrading.
Fix description:  Simple blueprint adjustment
Fix location:     \units\UAL0001\UAL0001_unit.bp in enhancements table, in T3engineering table,
                  \units\URL0001\URL0001_unit.bp in enhancements table, in T3engineering table,
                  \units\XSL0001\XSL0001_unit.bp in enhancements table, in T3engineering table,
                  \units\UEL0001\UEL0001_unit.bp in enhancements table, in T3engineering table.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

129 - AEON TACTICAL MISSILE DEFENSE RANGE

Affected unit:    Aeon T2 missile defense
Bug description:  The range of the Aeon TMD is wrongly displayed after construction. The preview range is incorrect.
Fix description:  Added a dummy weapon which is used to manipulate the range circles
Fix location:     \units\UAB4201\UAB4201_unit.bp in Weapon table.
Fix author:       Brute51, Maranovski, Kirvesnaama

-----------------------------------------------------------------------------------------------------------------

128 - UNITS THAT HAVE EXACTLY 0 HP DON'T DIE

Affected unit:    all
Bug description:  Sometimes units can have 0 HP without dying (to test use your ACU and keep overcharging on a 
                  building that has total HP thats dividable by 500, like a T3 mass fab).
Fix description:  Changed it so units die when they have less than 1 HP instead of less than or equal to 0 HP so
                  values of 0.0000001 HP means the building dies.
Fix location:     \lua\sim\Unit.lua in function DoTakeDamage
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

127 - SHIELDS REMAINING ONLINE WITH NEGATIVE ENERGY INCOME AND EMPTY STORAGE

Affected unit:    Bubble shield units
Bug description:  Sometimes when you have a negative energy income and only 1 energy in storage the shield doesn't
                  go down until its turned off manually or because it got damaged to much
Fix description:  Changed energy storage check so shields are disabled when less than 1 energy remains, instead of
                  less than or equal to 0 energy remaining.
Fix location:     \lua\shield.lua in state OnState in function main
Fix author:       Ze_PilOt

-----------------------------------------------------------------------------------------------------------------

126 - MEGALITH UNLIMITED RANGE

Affected unit:    Cybran Megalith
Bug description:  It is possible to make the Megalith fire at hugh range across the map.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XRL0403\XRL0403_unit.bp in Weapon table.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

125 - SERAPHIM T1 MOBILE ARTILLERY SOMETIMES DOESN'T SHOOT AT TARGETS IN RANGE

Affected unit:    Seraphim T1 mobile artillery
Bug description:  The artillery unit sometimes doesn't shoot at a target in range. This is most notably when 
                  playing on the map Salt Rock Colony, at start position 1 move the artillery unit on the hill 
                  (right) and attack a Civilian T1 PD.
Fix description:  Blueprint adjustment (took me a while to find out what to change though)
Fix location:     \units\XSL0103\XSL0103_unit.bp in Weapons table.
Fix author:       Brute51

-----------------------------------------------------------------------------------------------------------------

123 - SERAPHIM NAVAL FACTORY ROLLOFF POINT

Affected unit:    Seraphim T1, T2 and T3 naval factory
Bug description:  The rolloff point is set to the wrong side of the factory. This results in the ships generally 
                  being stupid and bumbling around trying to reach the rolloff point
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSB0103\XSB0103_unit.bp in Physics table, in RolloffPoints table,
                  \units\XSB0203\XSB0203_unit.bp in Physics table, in RolloffPoints table,
                  \units\XSB0303\XSB0303_unit.bp in Physics table, in RolloffPoints table.
Fix author:       Pawz

-----------------------------------------------------------------------------------------------------------------

122 - ANTI-AIR FLAK WEAPONS IGNORE UEF T3 TRANSPORT SHIELDS

Affected unit:    UEF T3 transport
Bug description:  Flak anti-air weapons can hit the transport even though it has a shield protecting it. The shield
                  gets damaged but doesnt protect the transport against the flak.
Fix description:  Made transport and carried units invulnerable as long as the shield is working
Fix location:     \units\XEA0306\XEA0306_Script.lua
Fix author:       Brute51

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121 - SERAPHIM ACU T3 ENGINEERING SUITE HP

Affected unit:    Seraphim ACU
Bug description:  The T3 engineering suite gives a 1k hp increase over T2 suite instead of 4k.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSL0001\XSL0001_unit.bp in enhancements table
Fix author:       Brute51

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120 - GIVEN OR CAPTURED UNITS DON'T RETAIN ALL STATS

Affected unit:    none specific / all
Bug description:  Captured or given units don't retain any data like unit kills other than it's health.
Fix description:  Script now remembers units stats and applies them after unit has been transfered to new owner
Fix location:     \lua\SimUtils.lua in function GiveUnitsToPlayer(),
                  \lua\sim\Unit.lua in event function OnCaptured().
Fix author:       Brute51

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119 - UNIT RESTRICTIONS NOT COMPLETE

Affected unit:    Experimental artillery, Aeon experimental resource generator and (anti-) nuke launchers 
                  (mobile and static)
Bug description:  Various long range artillery units and the Paragon can still be build if game ender unit 
                  restriction is enabled.
                  Experimental Strategic Launchers and Strategic Defenses can still be build if nuke unit
                  restriction enabled. Mobile Strategic Missile launchers are unaffected by nuke restrictions.
Fix description:  Added units to the restricted list and added functionality which disabled Strategic Missiles when
                  appropriate.
Fix location:     \lua\ui\lobby\restrictedUnitsData.lua, file \lua\game.lua added functions 
                  CheckUnitRestrictionsEnabled(), NukesRestricted(), TacticalMissilesRestricted(), 
                  WeaponRestricted() and UnitRestricted().
                  \lua\sim\Unit.lua in event function OnCreate and added function DisableRestrictedWeapons().
Fix author:       Brute51

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118 - UEF ACU HELPER DRONE BEHAVIOUR

Affected unit:    UEF ACU & helper drones (upgrade)
Bug description:  Various problems with the drone upgrade, mostly notably when one of two drones is killed.
Fix description:  Rewritten UEF ACU and drone behaviour
Fix location:     \units\UEL0001\UEL0001_script.lua in function NotifyOfPodDeath() and in function
                  CreateEnhancement() for enhancements LeftPod, RightPod, LeftPodRemove and RightPodRemove,
                  \units\URA0001\URA0001_script.lua in functions SetParent and GetParent.
Fix author:       Brute51

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117 - SERAPHIM ACU UNLIMITED AOE WEAPON

Affected unit:    Seraphim ACU
Bug description:  The AOE range stacks with previous AOE weapon
Fix description:  Fixed bug in script to properly remove AOE effect
Fix location:     \units\XSL0001\XSL0001_script.lua in function CreateEnhancement() in part for enhancement 
                  BlastAttackRemove
Fix author:       Brute51

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116 - SERAPHIM T1 MOBILE AA SHOOTS AT GROUND

Affected unit:    Seraphim T1 mobile AA
Bug description:  The Seraphim T1 mobile AA unit fires at the ground with one of it's cannons if attacking while 
                  moving, effectively reducing DPS by 50%.
Fix description:  Model animation fixed
Fix location:     \units\XSL0104\XSL0104_Awalk01.sca
Fix author:       Kirvesnaama & Brute51

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115 - SERAPHIM T3 BATTLESHIPS NUKE

Affected unit:    Seraphim Battleship
Bug description:  The nuke launched by the battleship flies too high and doesn't have a warning or impact sound.
Fix description:  Blueprint fixes and script fixes. Pretty much copy-pasted parts of the static SML script.
Fix location:     \units\XSS0302\XSS0302_unit.bp in Audio table, 
                  \projectiles\mod_strategic_missiles.bp in entry for Seraphim Mobile SML in Audio table, 
                  \projectiles\SIFInainoStrategicMissile02\SIFInainoStrategicMissile02_script.lua in function
                  MovementThread() and SetTurnRateByDist()
Fix author:       Brute51 & Recon

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114 - FACTORIES KILL LAST BUILT UNIT WHEN KILLED

Affected unit:    all static factories
Bug description:  When the factory is destroyed (by enemy or CTRL-K) the last unit it had built is destroyed
Fix description:  Added check to see if last built unit was completed before destroying it. The unit classes for
                  each factory is now derived from another class that contain fixes for the factories.
Fix location:     \lua\defaultunits.lua in unit class AirFactoryUnit, LandFactoryUnit and SeaFactoryUnit,
                  \lua\FactoryFixes.lua in function FactoryFixes (factory classes derived from this class).
Fix author:       Brute51 & Maranovski

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113 - OUTRUNNING AEON T3 TORPEDO BOMBER TORPEDOES

Affected unit:    Aeon T3 torpedo bomber
Bug description:  Fast ships can outrun torpedoes dropped by Aeon T3 bombers.
Fix description:  Torpedo blueprint adjustments and fixed projectile script to properly use BP adjustment.
Fix location:     \projectiles\AANTorpedoClusterSplit01\AANTorpedoClusterSplit01_script.lua in Oncreate event 
                  function, \projectiles\mod_torpedoes.bp in Physics table, Lifetime variable
Fix author:       Brute51

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112 - AEON RAPID FIRE ARTILLERY ADJACENCY

Affected unit:    Aeon Rapid Fire Artillery
Bug description:  Gets a big adjacency bonus from powerplants. The bonus can get so big its progress indicator 
                  starts behaving weird.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XAB2307\XAB2307_unit.bp in Categories table.
Fix author:       Gowerly

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111 - AEON OPTICS FACILITY ADJACENCY

Affected unit:    Aeon Optics facility
Bug description:  Gets a big adjacency bonus from powerplants. The bonus can get so big it even stops working.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XAB3301\XAB3301_unit.bp in Categories table.
Fix author:       Gowerly & Moritz

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110 - SERAPHIM SML SUICIDE

Affected unit:    Seraphim T3 and experimental SML
Bug description:  The nuke doesn't damage its launcher
Fix description:  Made nukes behave like other nukes (fixed script)
Fix location:     \effects\Entities\InainoEffectController01\InainoEffectController01_script.lua in function
                  OuterRingDamage() and in function InnerRingDamage().
                  \effects\Entities\SeraphimNukeEffectController01\SeraphimNukeEffectController01_script.lua in 
                  function OuterRingDamage() and in function InnerRingDamage().
Fix author:       Gowerly

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109 - NOVAX DEFENSE SATELLITE UNIT CAP COST

Affected unit:    UEF Novax experimental
Bug description:  The Novax ground station doesn't launch its satellite When at max unit capacity. Also, the
                  satellite takes 1 unit slot aswell, making the unit cap cost for the novax 2 instead of 1.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XEA0002\XEA0002_unit.bp in General table
Fix author:       Ornedan & Brute51

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108 - RAVAGER THREAD LEVEL

Affected unit:    UEF T3 PD
Bug description:  Incorrect values for some threat variables
Fix description:  Simple blueprint adjustment
Fix location:     \units\XEB2306\XEB2306_unit.bp in Defense table
Fix author:       Legion Darrath

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107 - HARBINGER BUBBLE SHIELD DOESN'T PROTECT IT FROM SPLASH WEAPONS

Affected unit:    Aeon T3 Assault bot
Bug description:  The Harbinger can be damaged when it shield is enabled and up by AoE weapons like a UEF T1 arty
                  and the Aeon T3 mobile artillery.
Fix description:  Harbinger is now invulnerable for as long as it's shield works
Fix location:     \units\ual0303\UAL0303_Script.lua
Fix author:       DeadMG, Ze_PilOt and Brute51

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106 - CYBRAN NUKE HAS HARD TIME AGAINST SHIELDS

Affected unit:    Cybran SML & Cybran strategic sub
Bug description:  The Cybran SML deals a low amount of damage to everything under a shield.
Fix description:  Made nuke detonation behave like other nuke detonations.
Fix location:     \projectiles\CIFEMPFluxWarhead01\CIFEMPFluxWarhead01_script.lua in function OnImpact(),
                  \projectiles\CIFEMPFluxWarhead04\CIFEMPFluxWarhead04_script.lua in function OnImpact(),
Fix author:       Gowerly

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105 - SERAPHIM SCU RECLAIMABLE

Affected unit:    Seraphim SCU
Bug description:  The Seraphim Support commander can be reclaimed while other factions SCUs can't be reclaimed
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSL0301\XSL0301_unit.bp in Categories table.
Fix author:       Gowerly

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104 - SERAPHIM SCU NANO REPAIR

Affected unit:    Seraphim SCU
Bug description:  The Seraphim Support commanders nano repair upgrade gives an HP increase of 45k instead of 14k.
Fix description:  Simple blueprint adjustment
Fix location:     \units\XSL0301\XSL0301_unit.bp in Enhancements table, in DamageStabilization table.
Fix author:       gowerly

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103 - SERAPHIM ACU REGEN FIELD PERMANENTLY BUFFS UNITS

Affected unit:    Seraphim ACU and all units affected by the field
Bug description:  Units who entered the field get an increase in HP. That buff is permanent.
Fix description:  Fixed script so units affected periodically check whether they should have the buff and if not
                  remove the buff.
Fix location:     \units\XSL0001\XSL0001_script.lua in function "AdvancedRegenBuffThread" and in function
                  "CreateEnhancement" in section for "AdvancedRegenAura".
Fix author:       Brute51

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102 - BOMBER INACCURACY

Affected unit:    Most T1, T2 & T3 bombers (not torpedo bombers and not the Cybran T2 F/B)
Bug description:  Bombers are sometimes very inaccurate. The Aeon T1 bomber drops bombs from the wrong bone.
Fix description:  Simple blueprint adjustment
Fix location:     \units\DEA0202\DEA0202_unit.bp in Weapon table, \units\UEA0103\UEA0103_unit.bp in Weapon table,
                  \units\UEA0304\UEA0304_unit.bp in Weapon table, \units\XSA0402\XSA0402_unit.bp in Weapon table, 
                  \units\UAA0304\UAA0304_unit.bp in Weapon table, \units\URA0103\URA0103_unit.bp in Weapon table,
                  \units\URA0304\URA0304_unit.bp in Weapon table, \units\XSA0103\XSA0103_unit.bp in Weapon table,
                  \units\XSA0202\XSA0202_unit.bp in Weapon table, \units\XSA0304\XSA0304_unit.bp in Weapon table,
                  \units\UAA0103\UEA0103_unit.bp in Weapon table
Fix author:       Ragnarok_X, Brute51

Kaskouy gave a useful tip concerning the Aeon T1 bomber.

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101 - BEAM WEAPON DPS

Affected unit:    all using a collision beam weapon
Bug description:  The damage dealt by the beam weapon is lower than its supposed to be.
Fix description:  Changed script to wait until all damage is done before terminating beam.
Fix location:     \lua\sim\defaultweapons.lua in function BeamLifetimeThread()
Fix author:       Ragnarok_X, Combine and Brute51

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100 - A MASS EXTRACTOR THAT'S UPGRADING DOES NOT WORK CORRECTLY WHEN PAUSED OR OUT OF MASS

Affected unit:    All mex'
Bug description:  When upgrading a mex and then paused it it shouldn't continue to drain mass.
                  When out of mass during a mex upgrade the mex stops to produce mass.
Fix description:  Rewrote mass extractor upgrade resource watch script
Fix location:     \lua\defaultunits.lua in unit class MassCollectionUnit, in WatchUpgradeConsumption function
Fix author:       Gowerly, Ragnarok_X, Combine and Brute51

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