=================================================================================================================
  COMUNITY BUG FIX PATCH v4        (for Forged Alliance version 1.5.3599)
=================================================================================================================


INTRODUCTION / INFORMATION
--------------------------

This is a modification for the PC game Supreme Commander: Forged Alliance. The aim for this mod is to fix all the
bugs and issues that are still in the game. It doesn't add any units or factions, nor does it add functionality.
Having said that, this mod does contain additional code that makes it easier for modders to create their own unit 
modifications based on the Community Bug Fix Patch.
This release fixes a total of 71 bugs, exploits and issues. A list of fixed bugs can be found below.

This mod is a community effort. This means that the creators of this mod are in no way (directly) affiliated with
either GPG or THQ. We're just regular Supreme Commander players who know a thing or 2 about modding the game. And
we love to play Supreme Commander!
Many people have worked together to come up with the bug fixes in this mod. If you have a bug fix yourself come
over to forum thread (address below) and post it. Why keep it to yourself if you can help the entire Community with
your fix? If you find a bug in the game that isn't fixed yet in the most recent version of the COmmunity Bug Fix 
Patch feel free to let us know at the same internet address. We really want to know about all bugs you find!


Here's a list of people that helped creating this mod
- Gowerly
- Ragnarok_X
- Legion Darrath
- Ze_PilOt
- DeadMG
- Ornedan
- Moritz
- Kaskouy
- Combine
- Kirvesnaama
- FunkOff
- Recon
- Pawz
- BulletMagnet
- Timberwolf
- Themak
- Maranovski
- Ralovio
- Brute51

Thanks everyone for your efforts!


More information at: http://forums.gaspowered.com/viewtopic.php?t=30562


Highly recommended modifications:

- Duncane's AI patch    ( http://forums.gaspowered.com/viewtopic.php?t=23929 )
      Fixes lots of bugs for the computer players. Also tries to make the AI more of a challange
- Sorian AI    ( http://forums.gaspowered.com/viewtopic.php?t=22908 )
      A very challanging AI, can easily beat all stock AI's.


Many more mods can be found at the official Supreme Commander forums at:  http://forums.gaspowered.com/index.php



COMPATIBILITY
-------------

- This is compatible only with Supreme Commander: Forged Alliance. It is not compatible with the vanilla version of
  Supreme Commander. This version is designed to work with Forged Alliance version 1.5.3599. There is a Community
  Bug Fix Patch that is designed for version 1.5.3603.
- This is not an official patch. You cannot and will never be able to play ranked games with this mod enabled.
- All human players that you want to play with must have this mod installed.
- Much effort has gone into making this mod compatible with the vast majority of other mods. It is at least
  compatible with the other Community mods, Duncane's fixed AI mod, Sorians AI mod. 


REQUIREMENTS
------------

- a legitimate Supreme Commander: Forged Alliance installation fully patched to version 1.5.3599
- about 900kb of free harddrive space (yes, that's a tiny bit!)


INSTALLATION
------------

Before installing the mod please read this small disclaimer:

Every effort has gone into making this mod a quality mod. However, we can not guarantee nothing will go wrong. You
know the drill: use this mod at your own risk. I'm not saying this mod will crash your computer or even blow it up,
but if it does don't blame us. It should work perfectly, it does on our computers!

There are 3 versions of this mod. The only difference is the manner in which they are installed. All 3 versions are
compatible with each other.
There is a setup file available. It's the easiest way to install the CBFP. The alternatives are using a ZIP or SCD
file. Please follow the instructions for the file you have.



## SETUP FILE ##

1.  Download the setup file

2.  Run it and follow the instructions

Installation done! You can skip the installation instructions for the ZIP and SCD file below but read on, there's 
more to do.



## ZIP FILE ##

1.  Download the ZIP file

2.  Navigate to
    Windows XP:    ->  My Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance
    Windows Vista: ->  Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance

3.  Check whether a folder called 'Mods' exist at the forementioned location. If it doesn't, create it.

4.  Unzip all contents of the ZIP file that you downloaded earlier to the 'Mods' folder from step 3. Make sure you
    keep the folder layout intact.

5.  Navigate to the 'Mods' folder (step 3). Check if a folder called 'CommunityBugFixPatchV3' exists. If it doesn't
    then repeat step 4 and make sure you keep the folder layout from the ZIP file intact.

Installation done! You can skip the installation instructions for the SCD file below but read on, there's more to do.



## SCD FILE ##

1.  Download the SCD file

2.  Navigate to where you installed Supreme Commander: Forged Alliance. The default location is:
    Windows XP / Vista 32 bit:   C:\Program Files\THQ\Supreme Commander Forged Alliance
    Windows Vista 64 bit:        C:\Program Files (x86)\THQ\Supreme Commander Forged Alliance

3.  Navigate to the 'Gamedata' folder. You should now be at:
      ->  ...\Supreme Commander Forged Alliance\Gamedata

4.  Copy-paste or move the SCD file to this location

Installation done!



Now that the mod is installed, you still need to activate it in the game.

1.  Start Supreme Commander: Forged Alliance

2.  In the main menu choose Extra, then Mod Manager

3.  Find the 'Community Patch v4' in the list, you may have to scroll down a bit. Once you find it click on it to
    enable it.

4.  Press OK to close the mod manager.

You're now ready to play the game like you normally would!


FIXED BUGS
----------

Some items are marked. Here's what that means:

x = removed (fix not available in this version of the CBFP)


Here's a list of bugs in Forged Alliance that're fixed with this mod:

NEW IN v4:
- Fixed missing description 'Amphibious' on the Cybran T2 amphibious tank
- The UEF T3 spyplane can now dock with the Fatboy
- The Aeon experimental CZAR now correctly removes the unit it was building at the moment it's killed
- The Seraphim T1 bomber no longer has it's bomb detonate to early when flying at very high altitude
- Fixed some aircraft can fly at full speed when out of fuel
- Fixed incorrect animations when a non-continuous beam hits a shield
- The Aeon T3 absolver now takes the correct amount of transporter slots
- T1 and T2 mass extractors have their rebuild bonus for higher tier mass extractors removed. This way you don't lose
  mass when building a T1 extractor on a T3 wreckage, the engineer will first reclaim the wreckage
- EMP weapons can no longer stun walls
- The Cybran T3 assault bot can no longer deflect missiles other than tactical missiles (this is the way it was
  intended according to ingame texts)
- The UEF T2 shield boat has now has a second range ring that indicates it's above-water shield radius
- The radar no longer goes offline when running out of mass while upgrading it
- The stock AI can no longer use/upgrade to restricted units (such as T3 mass extractors when T3 is restricted)
- Seraphim torpedoes are no longer vulnerable to surface splash weapons (like other factions torpedoes)
- The Cybran Experimental Monkeylord now has a range ring indicator for it's microwave laser
- The UEF upgraded kennel now has the correct range ring indicator (which is the same as the basic kennel)
- The 'no bubbles' unit restriction no longer invalidates all unit restrictions
- Bombers now drop their bombs with good accuracy. Even the first bomb, the so called 'fail bomb' now hits it's
  target.
- Units no longer sometimes target the Seraphim ACUs foot (results in shooting into the ground, not damging anything)
- Cybran Perimonitor rebuild bonus fixed
- Seraphim ACU overcharge projectiles now lead their target (other factions overcharge projectiles already did)
- Seraphim structures now don't flash visually when completed to players who have no direct line of sight with it.
  This bug potentially gives opponents 'free' intel.
- The weird walking animation for the UEF T2 assault bot is now fixed
- Some units now have correct animations when dropped from a transport
- Several exploit fixes

v3:
- Aeon Tactical Missile Defense build preview now shows correct range
- The T3 engineering suite enhancement for the ACU (all factions) now has correct HP regeneration rate increase
- Some units can no longer build units that they shouldn't be able to build
- It is no longer possible to get SCU enhancements for a lower cost
- The UEF T2 Cruiser can now simultaniously attack air units and launch it's cruise missiles
- The Aeon optics facility no longer draws energy when trying to scry an area while the Optics Facility is paused
- Strategic missiles won't collide with the satellites of the UEF Novax experimental
- The Cybran Scathis experimental no longer refuses to fire in some situations
- The Cybran hoplite now occupied the correct number of transport slots
- The Seraphim T2 assault bot now has the correct strategic icon
- The Seraphim T3 assault tank now follows the contours of the terrain
- Veteran HP regeneration buffs now stack with ACU and SCU enhancements
- This is a partial fix: units half in and half out of the water can now be hit easier
- Aeon T3 artillery units now have proper effects
- The Seraphim ACU now plays a sound when capturing something, like other engineer units do
- The Cybran and Aeon naval factories and Aeon Tactical Missile Defense can now be hit by torpedoes (properly)

V2:
- Torpedoes dropped by the Aeon T3 Torpedo Bomber can not be outrun by fast ships anymore
- Factories no longer destroy their last created unit upon their own destruction
- The strategic missile on the Seraphim T3 Battleship now has the proper warning and detonation sound.
  Additionally, the strategic missile no longer has that very high altitude, it now behaves like all other
  strategic missiles.
- The Seraphim T1 mobile anti-air unit no longer shoots at the ground when attacking an aircraft while moving
- The Seraphim ACU can no longer be manipulated into getting a big area of effect weapon
- The UEF ACU has an enhancement that gives it 2 rover units. When a rover is destroyed the other rover is no
  longer reset.
- The 'No nukes' and 'No Game ender' unit restrictions now also remove strategic missile defenses and the Seraphim
  experimental strategic missile launcher. With either of these unit restrictions turned on the game won't allow 
  mobile strategic missile launchers (like strategic subs) to build and launch a strategic missile (the build 
  icons are still present though). The UEF advanced tactical missile enhancement (billy) will NOT be removed!
- Units captured or given by a friendly player now retain most of their statistical data like unit kills, veteran
  level, shield strength and missile ammunition.
- The Seraphim ACU now gets the correct HP increase from the T3 engineering suite enhancement
- Flak anti-air weapons can no longer damage the UEF T3 transport and it's cargo when it's shield is enabled and
  working
- All Seraphim naval factories now have their rolloff points correctly set
x Air staging units (including the fatboy) can no longer be hurt by anti-aircraft weapons fired by interceptors
  and air superiority fighters when a plane is docked
- Seraphim T1 mobile artillery no longer refuses to fire in some situations
- Some units can no longer be manipulated to fire at incredible ranges
- Shields no longer stay up in specific situations when there's no energy to feed the shields with
- Units with 0 HP now always die

V1:
- Mass extractors that are paused while upgrading now stop draining mass needed for the upgrade
- Beam weapons that do not use a continious beam (such as the Seraphim and Cybran T2 point defenses) now do the
  correct amount of damage
- All bomber aircraft are now more accurate
- The Restoration field enhancement on the Seraphim ACU no longer permanently buffs nearby units. If they leave the
  field the fields effect is removed.
- The nano-repair enhancement on Seraphim support commanders now increases the SCU's HP by the correct amount
- Seraphim support commanders can't be reclaimed anymore
- The Cybran strategic missile now detonates at ground level making it better against shields. It is now as good
  or bad against shields as the other strategic missiles.
- The shield on the Aeon T3 assault bot can no longer be damaged by nearby area of effect explosions
- The UEF T3 point defense now has it's thread level set correctly
- The defense satellite of the UEF Novax experimental no longer takes unit capacity. Additionally, the Novax ground
  station now launches it's satellite even when the unit capacity is reached.
- Seraphim strategic missiles can now damage the structure it was launched from aswell
- The Aeon optics facility no longer does weird with the adjacency bonus
- The Aeon rapid-fire artillery no longer does weird with the adjacency bonus


Changes in the mod itself:

V3 -> V4
- Fixed nukes disabled bug in the CBFP itself (looks like the CBFP isn't free of bugs itself!)
- Improved Aeon TMD bug fix (a lot) [129]
- Improved Factroy killing last unit upon death bug fix [114]
- Improved code for fix UEF T2 Cruiser can't fire AA weapon and Cruise Missiles simultaniously [133]
- Upgraded buff field code to version 2
- "Seraphim ACU missing capture sound" bugfix expanded to contain more missing sound fixes and renamed to 
  "Various sound are missing". [144]
- Improved Mass extractor bug fixes [100]
- Applied projectile lifetime to Seraphim T1 mobile anti-air unit, similar to the one for the Megalith [141]
- Added a bomb-drop-calculation-routine which is very accurate
- Added code for which can be used on custom made transport units to remove the forced attachpoints
- Improved the remote viewing code, added a few new features aswell
- Improved amphibious units half in and out of water can't be hit properly [141]
- Improved fix for mobile nuke launchers + nuke restrictions, the icon is now properly removed aswell
- Improved mod compatibility
- Lots of stuff I forgot

V2 -> V3
- Removed T2 torpedo bomber from torpedo outrun bug. The T2 bomber has depth charges, the T3 bomber has torpedoes.
- Fixed Seraphim T1 mobile aa unit so it can now fire from both muzzles again
- Removed custom made event callback register function (using OnCreate() instead)
- Added the means to softcode file and mod paths (see docs)
- Added a couple more unit events (see docs)
- Added a buff field class and replaced Seraphim Restoration field with it (see docs)
- Added 2 parameters for in unit blueprints to the remote viewing class which can be used to tweak the Aeon Optics
  facility or similar units.
- Added a parameter to the factory class for in unit blueprints that can be used to give factories a (longer) 
  rolloff time.
- Improved code for Beam weapon damage bug fix
- Improved code for unit restriction bug fix
- Improved code for UEF T3 transport and Aeon T3 assault bot bug fixes
- Improved code for unit retaining data when given to other person. Added fix for captured units aswell. Also
  fixed a bug that could be used to exploit this bug fix.
- Fixed bug that prevented airplane wreckages from damaging units
- Made all code as mod friendly as it possibly can be
- Added an icon for the mod (thanks Kirvesnaama!)

V1 -> V2
- Removed lots excess files and code (mod size went from megabytes to kilobytes!)
- Fixed some bugs that were said to be fixed but weren't really fixed
- Added custom event callback register function
- Added many new unit events (useful for unit modders!)


Thanks you for reading all this! Now go play and enjoy the game!
