this file simply lists changes in the Cursed map-mod

Economy
- the amount of selectable starting credits set to 7500, 15000, 30000 with the default option being 7500
- noob protection on Tiberium Refineries disabled, resources will go to waste if not have enough storage
- decreased the value of green tiberium to 30 from 35
- added EVA notification for insufficient funds
- enabled the EVA alert notification for when Harvester is under attack

Production
- the LowPowerModifier increased to 200 from 150 for all production queues
- added a different EVA notification for training units, it wont say building for all everything

Veterancy
- percentage health bonuses per rank changed to 10,25,50 from 0,20,35
- percentage damage bonuses per rank changed to 10,15,25 from 25,25,50
- added a percentage rate of fire bonus of 50 increase only on rank 3
- on combat Aircraft the rate of fire bonus on rank 3 is replaced with ammo reload speed increase when resupplying
- percentage speed bonuses per rank changed to 5,10,15 from 0,0,25
- removed the sight range and weapon range increase on rank 3
- self-healing rate reduced to 5sec from 4sec and gets activated on rank 2, it gets a healing rate increase of 5sec to 3sec on rank 3, the self-healing previously needed rank 4 to activate
- reworked graphical overlay to better represent the different ranks

Miscellaneus
- Units(or Defenses) that are capable of attacking aircraft will say so in their tooltip
- enabled the unused crate nuke explosion with a chance of 1%
- edited auto-targeting priorities to preferr different types while attacking
- disabled every instance of player experience earned, where found
- added a money crate to be used by the Supply Truck
- fixed the lower right borders of sidebar cameos to be not black
- disabled the Stealth Deliveries option from appearing on the lobby as i do find it non-sensical rather
- chance to obtain various free units added to crate
- crate nuke changed to a slightly weaker version
- levelup crate action changed to not super-level, instead only +1 level
- added EVA notification for game starting(Battle control initialized) (doesnt seem to work from within a modmap) (bummer)

Buildings
- tech buildings leave behind a husk when destroyed, that can be restored to function with an engineer
- reordered all structures in the sidebar production tab to be more sensible
- added Nod faction specific graphics for Construction Yard, Power Plant, Advanced Power Plant,
Tiberium Refinery, Tiberium Silo, Communications Center structures
- disabled the animation while in building placement preview
- decreased the range check of structures for buildable area by -1 (in effect this means: bases can be built less spaced out)
- added EVA notification for when a structure gets sold

Construction Yard
- cost of MCV(and subsequently Construction Yard) decreased to 2500$ from 3000$
- sight-range reduced to 5 from 10
- removed the bib infront of

Power Plant
- cost to build decreased to 350$ from 500$
- hitpoints reduced to 40000 from 55000
- removed the bib infront of

Advanced Power Plant
- cost to build decreased to 600$ from 800$
- removed the bib infront of

Hand of Nod
- added a second exit for Infantry production
- visual: made the doors open on production

Tiberium Refinery
- Tiberium Refinery now properly refunds 500$ when sold
- Harvester does not spawn until the build-up has finished
- hitpoints reduced to 90000 from 100000
- sight-range reduced to 5c0 from 6c0
- reduced the footprint of the structure by one row

Tiberium Silo
- Tiberium Silo enabled to be built on both Buildings and Defenses tabs
- cost to build increased to 150$ from 100$
- hitpoints reduced to 55000 from 100000

War Factory
- added a second exit for vehicle production
- sight-range reduced to 5c0 from 6c0

Airstrip
- sight-range reduced to 6c0 from 7c0
- added a second exit for vehicle production

Repair Facility
- cost increased to 800$ from 500$
- building footprint changed to be a square shape rather than a plus shape
- Repair Facility enables self-repair on friendly landed aircraft within 6c512 range
- experimental: rate of repair increased to 12 from 15
- added EVA notification for when unit is repaired

Comms Center
- disabled the Air Strike support power
- build cost increased to 1200$ from 1000$
- hitpoints increased to 100000 from 80000
- sight-range gets cut in half while on low power, to 5c0 from 10c0
- removed the bib infront of

Helipad
- power consumption reduced to -10 from -20
- Helipad cost decreased to 500$ from 1000$
- visual: displays a different icon for Nod side

new: Tech Center
- added a buildable Tech Center for GDI side
- serves as prerequisite for unlocking stuff
- needs a Comms Center to be built

Temple of Nod
- added a build limit of 1 for it
- does not provide the prerequisite for a Comms Center
- removed the cloak detection
- sight-range reduced to 5 from 6
- changed footprint so that it can be walled-in

Advanced Comms Center
- added a build limit of 1 for it
- tech prerequisite changed to Tech Center from a Comms Center
- hitpoints reduced to 100000 from 130000
- sight-range gets cut in half while on low power, to 5c0 from 10c0
- removed the bib infront of
- fixed the buildup animation

new: Chemical Lab
- added a new buildable structure for Nod side
- serves as prerequisite for unlocking Chem. Warrior and Chem. Mortar units
- needs a Temple of Nod to be built

new: Airfield
- added this structure for GDI side
- costs 2000$ to build
- builds fast as if costs only 1000$
- comes with one free A10 Bomber when built
- can build and reload A10 Bomber planes
- prepares and launches Paratroopers
- needs the Advanced Comms Center to be built
- added EVA notification for when Paratroopers is ready

Defenses
- the cloak detection gets paused while on low power of all defenses

Guard Tower
- Guard Tower can fire over walls now
- auto-targeting priority changed to prefer shooting at Infantry first, then Light Vehicles on default
- power usage drain increased to -20 from -10
- sight-range reduced to 6 from 7
- [s]visual: added beige variant for GDI[/s] (reverted as it didnt appear good)

Gun Turret
- extended the name of Turret to Gun Turret
- changed the tech prerequisite to a Vehicle production from Infantry production
- auto-targeting priority changed to prefer shooting at Tanks first, then other Vehicles on default
- hitpoints set to 40000, was 41000 for some reason
- rate of fire reduced to 30 from 20

SAM Site
- price increased to 700$ from 650$
- changed the tech prerequisite to a Communications Center from Hand of Nod

Advanced Guard Tower
- adjusted description to mention that it needs power to operate
- +1 stealth detection range, up to 6 from 5
- hitpoints increased to 60000 from 55000
- price increased to 1200$ from 1000$
- power usage drain reduced to -45 from -50
- the range of missiles set to 7c512 for both attack types (was 7c for AG/8c for AA)

Obelisk of Light
- +1 stealth detection range, up to 6 from 5
- time between laser zaps increased to 45 from 40

Sandbag
- price increased to 50$ from 25$
- fixed cameo icon
- hitpoints increased to 15000 from 10000

Chain Link Fence
- disabled from getting built
- actually blocks projectiles now
- hitpoints increased to 15000 from 10000
- visual: fixed to not have cycling water color pixels

Barbwire Fence
- enabled to be built for Nod
- price set to 50$
- hitpoints increased to 15000 from 10000

Concrete Wall
- fixed cameo icon
- hitpoints increased to 30000 from 20000

Wooden Fence
- hitpoints set to remain at 10000

Hospital
- fixed husk graphic not having offset

Communications Center
- the tech building Communications Center renamed to Observatory
- radius of provided vision decreased to 12c from 13c

Infantry units
- the default sight radius of Infantry reduced to 4c from 5c

Rifle Soldier
- Minigunner renamed to Rifle Soldier
- auto-targeting priority changed to prefer shooting at Infantry first, then Light Vehicles on default
- weapon range reduced to 3 from 4

Grenadier
- Grenadier set to always explode on death, but only when killed by explosive, incendiary weapons, or due to crushing
- auto-targeting priority changed to prefer shooting at Infantry first, then Light Vehicles on default
- removed the tech prerequisite on Grenadiers
- Grenadier price reduced by -10$ to 150$ from 160$
- weapon range reduced to 3 from 4

Rocket Soldier
- auto-targeting priority changed to prefer shooting at Ground targets on default
- the anti-ground attack can get blocked by walls
- range of anti-ground attack reduced to 5 from 6
- sight-range set to remain at 5c0. auto-targeting scan radius reduced by -1 to match sight-range

Flamethrower
- [s]re-uses the same death explosion as the Grenadier[/s]
- Flamethrower set to always explode on death, but only when killed by explosive, incendiary weapons, or due to crushing
- auto-targeting priority changed to prefer shooting at Defenses on default
- removed the tech prerequisite on Flamethrowers
- health reduced to 6000 from 9000
- weapon range greatly reduced to attack only the adjacent cells
- weapon damage versus Heavy increased to 25% from 10%

Chemical Warrior
- Chem. Warriors are immune to their own weapon
- adjusted tooltip to mention being immune to Tiberium
- weapon range greatly reduced to attack only the adjacent cells
- Chem. Warriors always explode when being run over, or when dying to explosives

Engineer
- can restore destroyed tech-buildings
- extended tooltip to mention restoring bridges and tech-building husks
- [s]health increased to 4000 from 3000[/s]
- sabotage threshold on enemy structures changed to 32% from 55%
- capture damage on enemy structures changed to 33% from 50%

Commando
- a build limit of 1 has been set for it
- tech prerequisite changed to Tech Center from Advanced Comms Center
- cost reduced to 1000$ from 1500$
- weapon range reduced to 7 from 8

new: Megan
- added as the Commando equivelant for Nod side
- uses the Tanya voice-set
- performs identical to Commando in every aspect

new: Chemical Mortar
- added for Nod side
- cost 350$ to build
- 6000 hitpoints, moves slow as a Rocket Soldier
- strikes over the distance
- weapon inflicts TiberiumDeath
- applies slowdown on enemies hit
- explodes when being run over, or when dying to explosives

new: Machinegunner
- added for GDI side
- armed with a machinegun similar to the Guard Tower
- weapon has less range than that on a jeep
- has got 4500 hitpoints
- moves slow as a Rocket Soldier
- cost 400$ to build

Vehicle units
- re-ordered the build order in sidebar to become more sensible
- Vehicles will get slowed down when crushing Infantry, Vehicles or Walls
- Most vehicle husks can get crushed by Harvester, Mammoth Tank, MCV
- implemented a new lighttracked movement type for Stealth Tanks
- removed the individual repair amounts, all vehicles will repair at the same rate

MCV
- cost of MCV(and subsequently Construction Yard) decreased to 2500$ from 3000$
- MCV can crush vehicle husks (and Recon Bikes)
- movement speed increased to 64 from 60
- sight radius reduced to 4 from 8

Harvester
- Harvester cost reduced to 1000$ from 1100$
- the Harvester scan range from Tiberium Refinery for detecting new tiberium patches in range has been reduced to 10 from 15 
- Harvester can crush vehicle husks (and Recon Bikes)
- Can self-repair while out of combat (same as in OpenRA - Red Alert mod)

Supply Truck
- Supply Truck can deliver only to Construction Yards
- visual: given a new sprite and icon

Hum-vee
- build-cost increased to 500$ from 400$
- auto-targeting priority changed to prefer shooting at Infantry on default
- weapon changed to regular Machinegun
- hitpoints decreased to 15000 from 16000
- sight radius reduced to 7 from 8

Buggy
- build-cost increased to 450$ from 300$
- dropped the Nod prefix in the unit name
- auto-targeting priority changed to prefer shooting at Infantry on default
- sight radius reduced to 7 from 8
- movespeed reduced to 164 from 170

Recon Bike
- build-cost decreased to 375$ from 500$
- changed the tech prerequisite to Repair Facility
- armor type set to None, changed from Light
- changed to not leave behind a vehicle husk
- auto-targeting priority changed to prefer shooting at Aircraft on default
- seperated anti-air attack in order to make missiles of anti-ground attack blockable
- hitpoints decreased to 7500 from 11000
- sight radius reduced to 7 from 8
- movespeed reduced to 186 from 192
- visual: sprite updated to not have rocket pods hovering in the free

APC
- APC cost increased to 750$ from 600$
- auto-targeting priority changed to prefer shooting at Aircraft on default
- hitpoints increased to 21000 from 19000

new: Nod APC
- the classical APC made available for Nod side
- armed with a machinegun that has got +1 range
- turns to attack, lacking a turret
- cost only 600$ to build
- has vision radius of 5

Light Tank
- build-cost decreased to 650$ from 700$
- removed the tech prerequisite of a Communications Center
- auto-targeting priority changed to prefer shooting at Tanks first, then other Vehicles on default
- weapon set to be the same range as all other tank cannons
- visual: fixed the barrel being made of teamcolor. it persistently remains black now

Medium Tank
- Medium Tank cost reduced to 800$ from 900$
- changed the tech prerequisite to a Repair Facility from a Communications Center
- auto-targeting priority changed to prefer shooting at Tanks first, then other Vehicles on default
- visual: turret sprite edited to not have the white box, and a grey gun barrel
- fixed the turret offset on Medium Tank sprite (by adjusting 1px upwards) 
- given a secondary anti-infantry weapon at close range
- cannon damage versus Heavy armor improved by +15%

Mammoth Tank
- Mammoth Tank can crush can crush vehicle husks (and Recon Bikes)
- auto-targeting priority changed to prefer shooting at Ground units on default
- tech prerequisite changed to Tech Center from Advanced Comms Center
- hitpoints decreased to 75000 from 87000
- turn rate of both turret and body reduced to 12 from 14
- cannon damage versus Heavy armor improved by +15%
- damage of main cannons increased to 6000 from 4000
- range of both main cannons and rocket pods increased to 5c256 from 4c768

Flame Tank
- build-cost increased to 800$ from 600$
- changed the tech prerequisite to a Repair Facility from a Communications Center
- auto-targeting priority changed to prefer shooting at base Defenses on default
- hitpoints increased to 32000 from 27000
- sight range reduced to 5 from 6
- weapon range greatly reduced to attack only the adjacent cells
- given a grey recolored cameo icon that matches it better as a Nod unit

Stealth Tank
- build-cost increased to 1350$ from 900$
- auto-targeting priority changed to prefer shooting at Ground units on default
- armor type changed to Heavy, from Light
- given a FacingTolerance of 40, this should help it hit things without having to turn much
- linked the anti-air and anti-ground attacks to prevent double-firing bug
- the anti-ground attack can get blocked by walls
- hitpoints increased to 23000 from 15000
- movement type changed to lighttracked from heavywheeled
- move speed set to 128 from 127

new: Mobile Detector
- can be deployed to detect Stealth within 6c radius, when charged up
- the activated detection lasts for 12sec and gets charged up in 45sec
- reuses the Mobile HQ sprite
- costs 800$ to build
- unarmed unit

Artillery
- build-cost increased to 675$ from 600$
- auto-targeting priority changed to prefer shooting at base Defenses on default
- weapon range reduced by 1, to 10 from 11
- hitpoints increased to 11000 from 7500
- when killed while weapon not loaded it wont explode violently
- inaccuracy of artillery shells increased to 1c938(up from 1c256)

Rocket Launcher
- [s]build-cost reduced to 750$ from 900$[/s]
- tech prerequisite changed to Tech Center from a Comms Center
- assigned ammo pool of 8, self-reloads 2 points of ammo every 4s(100 frame)
- weapon changed to use burst of 2(down from 4), reload time decreased to 2.1s(55 frame), down from 4s(100 frame)
- weapon range reduced by 1, to 10 from 11
- hitpoints increased to 18000 from 12000
- sight range reduced to 5 from 6

Mobile SAM
- build-cost increased to 750$ from 600$
- [s]disabled from getting built[/s]
- reload time of weapon increased to 45 from 25
- missiles given new graphic matching those on the unit sprite
- movement speed decreased to 72 from 92
- sight range reduced to 6 from 8
- time to replenish one ammo increased to 135 from 45
- replaced the weapon reload rate bonus with faster ammo replenish on veterancy rank 3

new: SSM Launcher
- added a missile artillery for Nod side
- requires a Temple of Nod
- for all intents and purposes is a V2 Launcher ported over from OpenRA - Red Alert mod
- given a new, different graphic sprite
- range increased to 12 from 10

Aircraft units
- combat helicopters changed to not rearm on air
- added sounds to play on takeoff and landing
- added a three blade rotor graphic to be used by Chinook
- contrail effects of planes adjusted to not use player coloring

Chinook
- name of Chinook Transport shortened to just Chinook
- graphic changed to use the OpenRA - Red Alert version
- cost of Chinook increased to 900$ from 750$
- hitpoints increased to 15000 from 12500
- carry capacity reduced to 5 from 10
- sight radius reduced to 8 from 10
- reduced the speed during landing and takeoff

Apache
- name of Apache Longbow shortened to just Apache
- linked anti-ground and anti-air attacks to prevent double-firing
- auto-targeting priority changed to prefer shooting at Infantry on default
- movement speed reduced to 150(down from 180)
- ammo increased to 12 from 10(visible 6, up from 5)

Orca
- linked anti-ground and anti-air attacks to prevent double-firing
- auto-targeting priority changed to prefer shooting at Vehicles on default
- movement speed set to 180(down from 186)
- [s]weapon changed to fire missiles in pairs[/s]
- [s]increased the rate of reloading while on helipad[/s]
- increased the speed during landing and takeoff

Cargo Plane
- movement speed reduced to 546 from 700

new: A10 Bomber
- a player buildable version of the airstrike plane
- cost 1500$ to build
- [s]does not have the nose gattling gun[/s] added the gattling gun, too
- available only for GDI on their new Airfield

new: C130 Plane
- internally the paradrop version of Cargo Plane
- is used by the Paratroopers support power

Support Powers
- made black and white the icon borders of support powers 

Air Strike
- disabled

new: Radar Scan
- a scouting type support power added for both sides
- reveals the selected area for a short time
- can detect cloaked units and land mines
- recharge time is 2.5min

new: Paratroopers
- essentially the same support power as in Red Alert
- available for GDI on their Airfield

AI
- every AI can make the new SSM Launcher, Machinegunner units
- every AI can use the new Radar Scan support power

Hal-9001
- can build Nod APCs
