Mod Log
10.26.08
Changed Build Times of Advent and Vasari. Reduced by 66% and rounded up.
Results:Works well for frigates but need to do further testing on cap ships.
Must test economic viability using common build orders.
To Do:
Set TEC Build Rates
Test Them
Tweak Capital Ship Build Rates. Currently 66% Faster
Check Economic Implications
Day 1 Down!
10.27.08
Changed: TEC Build Times by 66%
Cap Ship Build Rates are perfect for all races
Seems that the economy can handle increased ship rate well. No changes for now
Changed Construction Ships so that they all move at same speed and can get to an asteroid in 21 seconds.
To do: Check Disciple Vessels Pricing... Definitely broken at the moment. Made 11 disciples within 4 minutes and won in 6 minutes on point blank.
Going to keep static for now. Need to do further testing.
Check how increased construction ships speed affects gameplay. Economic and Militarily
Day 2 Down!
Do I reduce the requirements of other ships so they can build equally as quickly? Or do I just increase the cost of advent disciples? Leaning towards increasing desciple costs.
EDIT: Increased Construction move speeds. Standard for all races. Moves from starting place on Point Blank to asteroid in 21 seconds. Seems to work very well. Need to check economic implications though. WHY DONT THEY TURN IN PLACE? Oh well lol.
10.28.08
Changed: Big Changes to Advent Fleet Capacity and Crystal Requirements to make rush counterable
Fleet Capacity Changes:
Illuminators at 10
Subjugators to 12
Guardians to 12
Drone Host to 10
Disciples to 6
Purges to 10
Defense Vessels to 8
Crystal Changes:
Disciples are now 25 Crystal
Destras now at 100
Missionaries now at 30
Defense Vessels now at 30
Metal Changes:
Destras are now 125 Metal
Purges are down to 80 Metal
Why?
Increased fleet capacity to cripple the size of the advent army if they decide to rush.
Specifically increased the Disciples to cap the number of disciples one can produce.
Need to update tactical buildings to increase specific damage to reduce power of rush.
Tested Varari against Advent Rush and results were beautiful! Really well balanced now since the Vasari ships are in essence stronger than the Advent.
Although the advent can now mass much faster the manuverability and damage of the Vasari overcomes. That is if the Advent don't build any planet defense.
Planet defense KILLS rushes. This mod seems to make planet defense more important. Might tune tactical slots stuff later then.
Also Changed:
Vasari Fleet Capacities and Resource Costs
Fleet Capacity changes:
Destructors reduced to 10 supply
Sentinels to 8 supply
Overseers to 10 supply
Resource Changes:
Skirmishers are now 45 metal
Assailants are now 50 metal
Destructors are now 50 metal and 50 crystal
To do: Check TEC supply and resource costs
Change economy of planets.
Extractor rates, gravity well sizes, and slot capabilities
Day 3 DOWN!
10.29.08
Changed: Reworked TEC with the FinalStand Ability below. Spent all day testing and working that lol.
Todo: Rework Economy of Planets
Rework tactical slots and Logistics buildings
Day 4 DOWN!
10.30.08
Changed: Added the Advent Racial Ability. Or rather the Advent Racial Abilities. 
First one is called Destroyer's Aura. It's the destra's ability but with a smaller radius. It's also interruptable.
Second one is called Lecherous Aura. It's embargo but less effective all around and its channeled. Leaving ships who use it vulnerable. However I did find an immediate tactic that works on small maps like point blank. You can embargo lock
but only if the person leaves you unattended.
Well... Time for the Vasari Racial Ability. Im thinking massive shield avoidance... for those pesky Advent Shields...
10.31.08
Changed: Established the Vasari Racial Ability. Rather than going the military path (Where the Vasari are more than competent) I went the economic path and gave them the ability, Resourceful Frenzy. It is an active ability that for 60 seconds increases credit income by 20% and planet production. It decreases ship build time and population growth rate while also increasing upgrade costs. Its a channeling ability for most ships (all racial abilities do not apply to cap ships, seige ships, or scouts).