Current exhaustive list of changes from base game: Air fighters can fire on ground targets, have huge armor reduction. AA can hit land targets, has tiny amount of splash, reduced fire rate and greatly extended range. Orbital targeting auto fire missile bots. (Now possible, if expensive, to break anchor coverage.) Added all bots and vehicles to unit cannon. Added splash to missile bots. (value 5) Snipers can now target air craft, have halved fire rate, and greatly extended range. All laser towers can shoot aircraft, have boosted range. Velocity of the projectiles fired by some laser towers has been doubled. Added the Cyclops cruise missile. Advanced AA battery targets normal missiles. (I think. This is hard to test solo.) Nukes and anti-nukes are cheaper. (Disabled at present.) Nuke launchers and anti-nuke launchers are slightly cheaper and weaker. (Disabled at present.) Conventional warhead added to nuke launcher. (Disabled at present.) Umbrella targets air as well as orbital. Orbital targets take priority. (Would like ground/water without dirt shooting.) T1 bomber made radar stealth Distributed storage: Baked storage into sources: Same cost ratio as metal storage per point added. T1 Mex: 1333 metal storage for an increased price of 200 metal. T1 Power: Added 3292 energy storage of an increased price of 415 metal. T2 Power: Added 22222 energy storage of an increase price of 2800 metal. Fabs auto repair/assist allies in range when idle. Update: First release: 2015-01-21 0831 AM Change: Air fighters can now fire on ground targets. Update: Added Skirmish version. Update: 1.0.1: 2015-01-21 0848 AM both Change: Basic air turret can now hit land targets. Update: 1.0.2: 2015-01-21 1028 AM both Change: Adv Air Turret can now hit land Update: 1.0.3: 2015-01-21 1036 AM both Change: AA vehicle can now hit land targets. Update: 1.0.4: 2015-01-22 1014 AM both Change: Snipers can now target air craft. Update: 1.0.5: 2015-01-24 1156 AM both Change: Fighters now have 25 hit points. Update: 1.0.6: 2015-01-26 0946 PM both Change: Laser towers can now shoot aircraft. Major Update: 1.0.8: 2015-04-09 0344 PM Added somdudewillson as an author. Several changes. Update: 1.0.12 2015-06-01 1129 AM Both change: Set laser range to 200, and removed umbrella land/water targeting to fix dirt shooting problem. Testing resumed. Update: 1.0.15 2015-06-01 1250 PM Both change: Nuke changes removed temporarily due to breakage. Update: 1.0.17 2015-06-02 1138 PM Both change: Included our cruise missile and returned catapult to default values, consequently adding Diaboy as an author on this mod since he made the models and icon for the cruise missile. Added a dependency for the cruise missile icon mod which is required to give the cruise missile an icon at all. Also removed a number of empty directories and unused shadowed files/folders. Update: 1.0.18 2015-06-04 0443 PM Both change: Many changes and some bug fixes. Update: 1.0.19 2015-06-07 0434 AM Both change: Stealth bomber, baked in storage, smarter fabs FYI, testing is never complete so some things might not work perfectly. Please let us know if there are issues. Main description: This mod is a collection of changes based on real world logic without respect for game balance. The goal is to make a bunch of simple changes to remove RTS invisible wall equivalents. It has always annoyed me when combat technologies we have right now in the Stupid Ages is absent from the future purely to preserve a paper, rock, scissors concept of balance. "To unbalance it." ~The Oracle I'm of the opinion that meaning can always be changed by the addition of context. If some change leads to some "OP" tactic, then I'll simply add something to counter it so long as that addition makes sense in a realistic way, and keep doing that. The first change I made was to the fighter_tool_weapon.json. "target_layers":["WL_Air","WL_LandHorizontal","WL_WaterSurface"] So then fighters could attack land targets as well. It all started there.