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Deep Blue Unit Pack
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If you are reading this, thank you for downloading my mod. I hope you will enjoy it.

The purpose of the Deep Blue mod is to fill in gaps for each faction and create new units to play with their strengths.
I also focused on bringing in more tech 1 and tech 2 units for more variety in the early game.

Anyway, if you are reading this, you have already installed the mod, so...


Units!!! (note that I have included Kirvesnaama's T3 anti-air units in this mod)

Aeon:

(T3) Azalia Long-Range Fighter Bomber: The Azalia has long range Serpentine missiles to attack both air and ground units safely.
The unit is very expensive, but very durable and effective because of its ability to attack from range.
It is also equipped with torpedo clusters for taking down submerged and naval units.

(T4) Sky Prism: Experimental Quantum Weapon: This is a massive tower that uses quantum weaponry to devestate incoming enemies.
It can take on multiple enemies at once with quantum lightning and energy blasts. Note that it costs a lot of energy to operate
and it has a high minimum range, so it needs support. *Note* Unit was taken out for this version for rebalancing

(T2) Veil Class: Advanced Attack Frigate: The Veil was designed to be effective at destroying other ships and hovercraft. It is extremely
fast and can kite enemies using its Oblivion cannon. The Veil also has a quantum autogun and depth charges for close-range encounters.

Cybran:

(T2) Fugitive Submerged Turret: The Fugitive is a turret built on the seafloor so that it cannot be harmed by surface fire. In typical
Cybran fashion, it is equipped with stealth for both radar and sonar.

(T3) Meredith Mobile EMP-Flare Launcher: A massive "mobile" artillery piece designed to weaken incoming armies or assault bases. The
Meredith launches a powerful flare that upon impact, reveals the surrounding area while stunning all units with a powerful EMP blast.
The downside is a very low rate of fire (1 per 48 seconds!), low HP, VERY LOW speed, and the energy cost of the flare (180k energy)

(T1) Naiad Spotter Boat: The Naiad is a light boat equipped with high-end optical and radar/sonar. It was developed by the coalition to
counter QAI's use of the Mermaid stealth boat. The drawback is that the Naiad is relatively expensive for its capabilities.

(T2) Mire Rocket Boat: The Mire is a small fast boat equipped with a powerful front-loaded rocket pack. It's designed for quickly firing
then retreating out of range using its stealth. However, the Mire has low HP and a slow rate of fire, so it is defenseless while reloading.

(T4) Reason: Experimental Missile Submarine: The Reason is a stealthed submarine equipped with a massive rocket launcher. It can also
launch modified tactical missiles and fires powerful torpedoes when submerged. The Reason can't use its torpedoes above water, has low hp,
and is slow. The best way to use Reason is to keep it moving after volleys.

UEF:

(T4) Lucidity: Experimental Dreadnought: After your opponents get over the novelty of seeing a winged Atlantis, they will have to deal with
the fact that you are carpet bombing the hell out of their base. The Lucidity drops hundreds of small bombs continuously, devestating bases.
It is also equipped with extremely thick armor and powerful AA missile launchers. The drawback is that it is slow and has an extremely high cost.
*Note* Unit has been taken out of this version and may no longer look like an atlantis when finished

(T3) Kreisau Siege Assault Bot: The Kreisau fills in the gap between the Titan and the Percival. It is equipped with a long-range continuous
Hiro Beam which, combined with the Kreisau's speed, allows it to deal with short ranged units while taking no damage. The Kreisau also has
a short-range grenade launcher to deal with faster units.

(T1) Karst Mortar Boat: The Karst is a small boat equipped with a large cannon on the back. It is designed to provide fire support to frigates
and strike deeper inland than other naval units can reach.

(T2) Paladin Naval Staging Ground: The Paladin is equipped with an engineering suite and will try to automatically assist units around it
when idle. It comes with shield and engineering drones which will assist the Paladin and return if they are too far away.It is designed for
building on the front lines and supporting fleets.

(T3) Sinclaire Class Drone Carrier: The Sinclaire Class deploys several Predator drones which guard and protect it, but can also be ordered
to strike targets of opportunity. The Sinclaire itself has a dual-barreled Hiro Cannon, anti-air railguns, and powerful torpedoes. The Phoenix
drones are equipped with Hellfire Missiles, torpedoes, and Ginsu anti-air lasers.

Seraphim:

(T3) Uos-Gulzrao Heavy Torpedo Gunship: Continuing the Seraphim philosophy of being able to do multiple things, the Uos-Gulzrao is equipped
with both a powerful Phasic autogun and torpedoes, making it extremely effective against naval units.

(T3) Usonothra Long-Range Fighter Bomber: The Seraphim counterpart to the Azalia, the Usonothra can deal with any situation using Laanse missiles.
It can also strike submerged units.

(T1) Tezl-Thran Riot Tank: A small, fast tank equipped with Aireau bolters. The Seraphim developed this unit to counter their lack of light
assault bots. The riot tank is also an effective solution for raiding due to its speed.

(T2) Ztheris-ioz Regen Field Generator: The Ztheris-ioz emits a large regenerative field similar to the one found on the ACU, except with a much
larger radius so that it can effectively support a fleet. The drawback is a high energy cost.

(T2) Uash-Haesal Advanced Attack Frigate: The Seraphim counterpart to the Veil, the Uash Haesal uses dual tri-barreled Ultrachromatic Beam Generators
to devestate enemy ships. It also has powerful Ana-It torpedoes and can submerge.

(T3) Ilvishias Drone Carrier: The Seraphim counterpart to the Sinclaire The Ilvishias uses long range Laanse missiles to bombard enemy bases. It also has
SAM launchers and torpedoes. Like the Sinclaire, it deploys several Isl-Ninnve attack drones which assist the carrier. The drones can attack any unit.

(T4) Vergra: Experimental Cruiser: The Vergra swats down any aircraft foolish enough to fly near it with Losaare auto-cannons and a heavy Sinn Unthe
anti-air weapon modified for use on a ship. It also has a front-mounted Zthanus cannon to protect itself from surface threats. But the main draw with
the Vergra is its tactical nuke launcher.


Balance Changes:

-Seraphim Destroyer buffed (+10 beam range, +44 torpedo DPS)
-Mercy has been buffed (+20hp, +6 max speed, + 1:50 fuel time, can no longer land, +599 damage)
-Frigate anti-air buffed to 13-16 DPS
-Aeon AA Gunship cost nerfed, +300 mass, +8000 energy, +27 seconds build time
-T2 transports un-nerfed to ~3000-3300 hp
-Titan buffed (+200 hp, -40 mass, -100 energy, +0.2 max speed, +30 turn rate)
-Eye of Rhianne nerfed (-13 remote viewing radius)
-Air-Superiority Fighters nerfed (+50% mass, energy, build time)
-T3 stationary artillery buffed (-10% mass, energy, build time)
-Fatboy buffed (+2500 hp, -600 mass, -7500 energy, -50 build time, +28 range, +5 muzzle velocity)
-Thaam buffed (+5 muzzle velocity, +1 range, ROF increased slightly, damage lowered slightly)
-Selen buffed (given a turret)
-Yenzyne buffed (+5 range)
-Ilshavoh buffed (+0.1 max speed, +1.6 brake/acceleration, +15 turn rate, +1 range)
-Othuum buffed (+0.3 max speed, +2 brake/acceleration, +15 turn rate, +1 range, + 10 muzzle velocity, +2 torpedo damage)

Current Version: 0.1
Units: 26

Credit goes mostly to me, _BLUE (aka Blueacolyte, Parado0m) for ideas, scripting, coding, modeling, testing, and balancing.
Thanks to Orangeknight, and Darius for helping me to start modeling. 
Thanks to Brute51 for providing a working regen field, the community expansion pack we're working on, and more.
Thanks to Manimal for pointing me to a working regen field he made. 
Thanks to Lt. Hawkeye for letting me look at the BlackOps units. 
Thanks to Exavier MacBeth, wherever he is, for teaching me to mod. 

Changelog: 

1.0: Added Vergra Seraphim Cruiser (first release)
1.4: More tweaking of all units, added Mire Class and Veil (second release) 
1.7: Added build/selection icons, fixed Zthereise Repair Boat (fourth release) 
1.9 Ztheris-Ioz becomes regen boat instead of repair boat. Added UEF Naval Staging Ground and build icons for it. Balanced Mercy.
2.1 Added build icons, added Azalia fighter (fifth release) 
2.2 The Veil has mysteriously vanished... (sixth release)
3.0 Big release, adding several new units and fixes (seventh release)
4.0 Final release for a while, added Naiad and Reason, fixed many bugs, balancing (eighth release)
5.0 Added Kirvenaama's T3 AA units, Ios-Gulzrao, Tezl-Thran, and Uash-Haesal. Added icons for all units. Balancing and Fixes. Modified Naval Staging Ground. (ninth release)

Redux: 0.1: AI support, split content/balance, took out UEF and Aeon Experimentals, balancing, bugfixes for Paladin, Mire, and Ztheris, took out T3 AA units

Unit Naming Scheme: 
			tc						s				s			04					03
(unique id based on my name)(air, sea, or land)(faction name)(tech level)(number in that tech level)

So the unit tcss0403 is a naval seraphim tech 4 unit.

Have a great time playing!