Modification: TacoRA
Author: Tacozmeister
Date: 12 October 2012

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===== Introduction: =====}
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This is a rebalance, and some may argue that this isn't really a rebalance, but it rebalances the game in my eyes. I decided to copy and create a rebalanced, realistic-ish version of the current OpenRA release (30 June 2012). I originally made this for a friend and I to play together, but then I decided why the hell not release it? So I am, here ya go.

ALSO, new units. 

Forum: http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&t=15905
Download: https://dl.dropbox.com/u/4568904/tacora.zip
Updated Readme: https://dl.dropbox.com/u/4568904/TacoRAreadme.txt
Updated Readme at GoogleDocs: https://docs.google.com/document/d/1awRIaZY9aHvyfkJlTZePvwpGYg52YjOr54IYZuMC1W8/edit

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===== Download =====}
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You can download the mod at the forum (^) or at my dropbox, here: https://dl.dropbox.com/u/4568904/tacora.zip
The above download may or not be available. 

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===== Install =====}
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Windows Users:
1] Go to Start -> My computer
2] Go to the following location on your hard disk: 
	C:/Program Files(x86)/OpenRA/mods/
	NOTE: If you do not have a "Program Files(x86)," then the folder's just "Program Files"
3] Open up the .zip file using 7-zip or other packaging tools
4] !!! IF YOU ALREADY HAVE A "tacora" FOLDER INSIDE OF /mods/, MOVE/DELETE THAT FOLDER!!!
5] Bring out the "tacora" folder into the mods folder
6] You should then have at least 3 folders in /mods/
	cnc, ra, and taco

Ubuntu and/or Linux Users: 
- Same as above, but replace steps 1 and 2 with...
	Go to the following location: /usr/share/openra/mods/

Mac Users:
- I don't have a Mac, you're on your own! D= Sorry

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===== Known Issues ======}
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None so far, but this is a placeholder! 
GAMEHINT: Did you know chronoshifting tanks onto infantry SQUASHES them? x]

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===== Disclaimer =====}
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I'm deeply sorry if this violates any distribution thingies.  Probably doesn't, but if it does, I will remove this post! Also, this is provided "as-is" and it's not my fault if anything happens, even though it shouldn't. 

Legal: Don't distribute this modification or any extremely similar modifications of it without crediting me. I'd be very happy and wouldn't care if any of these ideas were incorporated into the actual OpenRA RA release without credit. Would be cool if this mod got some attention, too >_> . Thank you!

COMPLETE AND LOVING (nohomo) CREDIT TO "BaronOfStuff" FOR HIS AMAZING HELP WITH THE MANY INCLUDED UNITS, INCLUDING THE TANK DESTROYER AND MAIN BATTLE TANK!

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===== CHANGELOG =====}
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Full Changelog for TacoRA version 1.04

===== 1.04 ===== 12 October 2012 =====

TECH REQUIREMENTS REDONE, TOO MANY CHANGES TO DECLARE! 
BUILD ORDER CHANGES, TOO MANY TO CHANGES TO DECLARE!

Building Cost Adjustments:
- Tech centers cost       $10,000
- Repair bay costs        $2,500
- Radar dome cheaper at   $1,000
- Barracks costs          $1,000
- Ore Refinery costs      $3,000
- Harvester costs         $1,800

### NEW UNITS ###

ALLIES
- Stormtrooper: Elite infantry unit. They're ELITE riflemen with better guns and dark body armor.
- Special Forces: Stormtroopers more trained in the art of stealth make it into the Special Forces. They're impossible to detect from a distance, and use camo to their advantage. 
- Spitfire: Allied alternative to a yak, better turn radius and slightly more cost
- Comanche: Elite helicopter, this guy uses both machine guns and rockets
- Heavy Bomber: Allied slow, heavy bomber, much like the WW2 bombers that carried 10+ bombs. These are also mounted with weak anti-aircraft machine guns for emergencies. 
- Landcruiser: This unit is an alternative to the Russian Mammoth Tank MkII. Less anti-tank damage, but the machine gun on this tank will rip any infantry unit to shreds! This unit also has much more hitpoints than the Russian Mammoth MkII and slightly more speed, yet still lacks agility. The machine guns can even shred enemy armor. As with almost all allied tanks, this one is actually surprisingly cheaper! Clash these with mammoth mk 2s, and you'll have a roll of the dice victory or loss. 
- Jet fighter: This unit is the allied equivilant of the standard MiG!
- MLRS: The allied counterpart to the BM30 smerch, this guy launches a ton of rockets very quickly at a large area. It's more accurate and faster-firing than the BM30 Smerch, but it lacks in damage and spread. 

BOTH TEAMS:
- Tech center: A new tier of technology, you must go through this building before accessing the team-specific tech centers
- Nuclear Power Plant: A power-plant used to produce power and plutonium for use in nuclear weapons. This power plant is, however, extremely volitile and when it explodes it will set off a nuclear explosion.
- Nuclear Silo: The building is finally readded and rebalanced. The nuke is absolutely devastating! Very powerful end-game building, which has risk to it because of the required nuclear power plant. It also now costs $10000 because of its extra firepower. One nuke can level a base, especially if it hits a nuclear power plant or conyard.  

SOVIET
- Shotgun Militia: This unit is a weaker rifleman unit, best made in emergencies!
- Medium Tank: The Russian medium tank is significantly weaker than the allied counterpart, but it makes up in speed and costs a little bit less. This unit was imported from China ;]
- Badger Bomber: Much like the allied heavy bomber, but has less health and does more damage
- Advanced MiG: Much like the allied A10 bomber, but has anti-aircraft rockets that blow anything out of the sky in one shot (except a B52). Also carries 6 rounds of any kind of ammunition, rather than the A10's 4.
- Smerch: The classic Russian BM30 Smerch, this big artillery vehicle launches 16 rockets in quick succession at the enemy at long! He is, however, very expensive and very easy to kill. The thing also has a long reload time. 

### Other Changes ###

Artillery Adjustments
- No artillery types auto-attack
- All artillery does less anti-infantry damage
- Artillery costs $1000 (up from $600)
- Artillery range increased to 50
- Artillery spread reduced by half
- V2 costs $1200 (up from $700)
- V2 range increased to 60
- V2 spread increased 15%
- Cruiser range increased to 75 from 16
- Cruiser autoattack disabled
- Cruiser accuracy decreased over 3x
- Cruiser minimum attack range raised to 15
- Missile sub range increased to 75 from 16
- Missile sub accuracy decreased more than 2x
- Missile sub minimum attack range ranged to 15
- Destroyer anti-ground range increased 200% (to 18)
- Destroyer unlocked for soviets

Aircraft Adjustments
- MiG Bomber has longer range (1, from 0.5)
- Hind carries 4 units like its real-life counterpart
- Yak shoots at other aircraft, too
- Yaks move slightly faster (current * 1+1/16)
- Yaks do more damage against infantry

Team Build Changes
- Chinook -> Allies only
- Hind -> Soviet only
- MiG Bomber -> Allies (A10 Bomber)

Mammoth Tank MkII Adjustments
- Fires more rockets
- Faster-firing rocket pods
- Weaker rockets to compensate
- 33% more accurate rockets
- Faster-moving turret (x2)
- Heals up to 75%
- Costs $3000, up from $2500
- Turret does 33% more anti-infantry damage
- Health +25%

Misc Adjustments
- AA Gun does more balanced damage (equalish to SAM)
- Tank Destroyer hitpoints lowered (325 from 450)
- Mammoth Tank MkI shoots slightly faster and with more damage
- Mammoth Tank MkI turret does less anti-infantry damage
- Mammoth Tank MkI has more accurate and faster AA rockets
- Flamers do less damage to heavy vehicles
- Allies get the CnC style barracks 
- Soviet light tank does slightly less damage
- Tank destroyer has less HP but does more damage against tanks
- Tank destroyer does less damage against infantry
- Tank destroyer now shoots 7 tiles far
- All tank guns now shoot 5.5 range
- All tanks see at least 6 through shrowd
- Start cash boosted to $6,000
- SAM Range increased to 9 from 7.5 (AA is 10)
- All infantry look less giant
- All types of land-based infantry will now try their luck at shooting down an airplane! The damage dealt is very small, even in large numbers. 
- Fixed that soviet medium tanks were better than allies
- Made flak trucks do more damage to compete with MAAGs and rangers
- MAAGs now have a terrible anti-ground weapon
- AI Changes, so now they're difficulter or easier depending
- Tanks with heavy machine guns now do more damage
- Soviet Light Tank gets a heavy machine gun
- Light tanks do more anti-infantry damage
- Nuclear Silo re-allowed!
- Nukes are DEVASTATING

===== 1.03 ===== 25 June 2012 =====

New Units
- ALLIES! Tank Destroyer!
	This unit uses a large, heavy tank round at higher velocities to rip its opponents to shreads! With longer range than the average tank, this tank can bust enemy units. One of these paired with any other anti-tank unit can destroy a mammoth tank without casualty! However, this unit has no turret; it must turn to face its opponent fullheartedly. It's back is a weakness. Keep 'im covered! 
- ALLIES! Main Battle Tank!
	 This is a modified Medium Tank that utilizes a heavy machine gun: a belt-fed, air-pressure-fired grenade launcher at high speeds! It is stronger than an average tank machine gun due to its explosions, doing more damage to infantry! The tank also has slightly higher-polymer armor, having marginally more health! 
- ALLIES! MAAG!
	This Mobile Anti-Aircraft Gun is just that, a mobile anti-aircraft gun! Shoot down MiGs all over the map!
- SOVIETS! MiG Bomber!
	Sick of your dinky MiG rockets? Want some nice, catastrophically damaging bombs? Well, this MiG drops bombs strong enough to knock a tank off its treads! This plane also flies at speeds fast as the average MiG, dodging rockets like a real pro! Look out, though, the extra weight from carrying bombs makes this unit ultra-light and easy to damage! 
- SOVIETS! Commando!
	Americans get the typical slut to defeat the opponent, so Russians should get the alternative stereotype. Use this hardcore, kick-ass Russian to brawl bears and defeat your opponents! Seriously, this should've been included since game launch. 
- SOVIETS! MAMMOTH TANK MARK II
	No, not the stupid Mech from Tiberian Sun; this unit is a mammoth tank with rockets modified to fire at the ground! These rockets aren't accurate, but absolutely crush hordes of infantry and incoming units. 

Cheaper infantry
- Dog 40% cheaper
- Rifleman 20% cheaper
- Grenadier 25% more expensive
- Bazooka 17% cheaper
- Flamethrower 17% cheaper
- Medic 17% cheaper
- Shock trooper 20% cheaper

Misc Tweaks
- Tesla Tank has 1/2 HP
- Mammoth Tank MkI only shoots at air
- Hinds and yaks (might) autotarget now
- Mammoth Tank turrets do more damage to infantry


===== 1.02 ===== 16 June 2012 =====

Modular Adjustments
- Filesize Reduction
- Now displays correct version number in Mods section

Vehicle Changes
- Mammoth rockets are more accurate
- Heavy tank flamers do more damage [+12%] on top of the below change
- Heavy tank flamers have fewer projectiles [1/2] but do equal damage [x2]

Aircraft Changes
- MiGs are 40% faster
- MiGs see 33% less

Building Changes
- Gap Generator Cost Increased [+50%]
- Gap Generator Power Increased [+66%]
- Gap Generator Radius Increased [x2]
... Calculations say that it hides 4x more tiles than before!
- SAM site missiles are faster [+25%] [to counter MiGs]
- SAM site missiles have slower rate of fire [1/2] [to counter the fact they're one-hit kills]

===== 1.01 ===== 12 June 2012 =====

Infantry Adjustments
- Medics no longer heal themselves, caused them to be too powerful!
- Riflemen do less damage to tanks
- Tanya is 20% faster and sees 33% more
- Grenadiers do 2x more damage to tanks, and slightly more damage to light vehicles
- Civilians/Technicians have normal LOS
- Bazookas use more damaging rockets, but reload slower (33% slower, 16% more damage) 

Building Adjustments
- Flame tower requires 10power, down from 20
- Pillboxes require 5 power, down from 15
- Camo pillboxes require 10 power, down from 15 (Cloak devices require power!)
- Turrets require 25% less power, down to 30 of 40.
- Sandbag/Wire walls cost $10 per piece, down from 25
- Tesla towers use 100 power, not 150

Aircraft Adjustments
- Longbow has 2x ammo capacity (same as MiG)
- MiGs and Longbows both do 50% more damage
- Yaks and Hinds both do more damage
- Paratroopers adjusted:
	Allies: 8x Riflemen, 2x Bazooka, 2x Grenadier, 1x Medium Tank, 1x Medic
	Soviet: 7x Riflemen, 2x Bazooka, 1x Flamethrower, 1x Heavy Tank

Vehicle Adjustments
- Light tanks' machine guns do SLIGHTLY more damage
- Artillery does half (1/4 the original) damage to infantry
- V2 rockets do half damage (1/3 of the original) to infantry

Misc Adjustments
- BrutalAI Added -> Hard + Soviets use ALL mammoths for tanks. Minor adjustments.
- Minor unnoteworthy adjustments

===== 1.00 =====
These changes are from the recent OpenRA default Red Alert released 30 June 2012. 

Tank Armament and Armor
- Light Tanks obtain a light machine gun, faster but worse than a rifleman. 
- Medium Tanks receive a heavy machine gun, about equal to a rifleman's gun. 
- Heavy Tanks receive a flamethrower, akin to that of 1/3rd of a flamethrower troop's.
- Tesla tanks have 4x the hitpoints.

Paratroopers:
- Soviet: From Airfield, 5 Riflemen, 3 Bazookas, 1 engineer, 1 flamethrower. 
- Allies:  From Helipad, 5 riflemen, 2 Bazookas, 2 grenadiers, 2 bazookas, 1 medic. 

Powers:
- No nuclear weapons
- GPS time reduced by 2/3 (120s)
- GPS time reduced by 2/3 (320s)
- Iron Curtain Recharge x2, duration x3
- Chronosphere charge x2, duration x3
- Infantry don't appear on GPS

Ore:
- Silo capacity +500
- Refinery Capacity + 1,000

Transports:
- Carry ONLY vehicles
- Carry 1 vehicle
- Cost only $200

Other:
- Allies get grenadiers
- Grenadiers are very unlikely to explode
- Flamethrowers explode :D
- Bazookas can explode
- AA for soviets, SAM for allies
- Conyard + Radar extra see distance
- Artillery does 1/2 damage to infantry
- V2 does 2/3 infantry damage (v2 rockets are easier to dodge and less frequent)
- Medics self-heal to 100%
- Both teams get barbed wire AND sandbags
- Bridges have x5 health
- 50% increased bazooka reload time, they do 50% more damage though
- Rocket Infantry have slower AA rockets
- +1 Default infantry view range
- Chinook = 8 passangers
- Mammoth tank rockets have higher ROF
- 2x yak/mig/badger HP 
- 3x SAM damage, x2 AA damage
- 2x Transport heli HP
- Transport heli cost: 1000
- Paratrooper time: 6 minutes
- Conyard provides 50 power
- 6% more light tank 25mm cannon damage
- 50% faster chinook
- Ranger has 3 garrison slots
- Hind/Yak get infinite ammo, reduced damage, cost $1200
