Source: geocities.com/stslabs/orogogus/mercsinc

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What's New

7/12/01
- Seek and Destroy: $MIminDistance and $MImaxDistance weren't really working before
- MI_Pluto_1a_SandD: Bumped up min and max distances to 2000 and 3000

7/11/01 v0.2.2
- Added a Pluto lobby and Search and Destroy map, set to go through the entire range of Seek and Destroy mission difficulties

7/10/01
- Expanded MIConfigCosts.cs and MIPlayerClone.cs to accept some a wider list of vehicles and weapons
- Transport and bounty percents are now randomFloats, which means that they can be fractions of a percent
- When a mission is launched, all other missions in the mission list have a 20% chance of disappearing and being replaced

7/9/01
- Threw out the old skewed-number generator, now using a straight die-rolling formula for mission payouts
- Money rankings correctly calculate drone costs into the players' net worths
- Can no longer buy drones that cost more money than you have in your account (oops)
- Can no longer buy drones if Drones R Us doesn't have one selected

7/9/01   (updated v0.2.1)
- Renamed the files used by MIPlayerClone.cs to avoid conflicts with a non-MercsInc player cloning script
- Fixed a problem in MercsIncUnitList.cs that was crashing the missions
- Fixed drone deaths some more

7/8/01    v0.2.1
- Seek and Destroy: Fixed drone deaths
- Mars lobby: Now initializes the current lobby correctly (fixes problems w/lobby transport)
- Added 9 new configs and a revised vehicle list by K'vancetre
- Made the showroom model at Drones R Us radar invisible

7/7/01    v0.2
- Moved most of the lobby functions into MercsInc_LobbyStdLib.cs
- Players can now create a squad of AI drones

7/1/01
- Closed loophole that let players log into a mission after someone quits
- Made the MI_Earth_2_SandD.cs series of missions more random in the mission template
- AIs now spawn into new groups, under MissionCleanup/BattleGroup1, 2, etc.  Of interest mainly to the scripters
- AI battlegroups now take up a delta formation when spawned

6/30/01   v0.1.0
- Lobby script altered to allow multiple lobbies
- New lobby added: Beta Outpost on Terra
- New map added: Terra, Beta Sector, Seek and Destroy (DM_Terran_Conquest)
- New file: MercsIncLobbyList.cs, lists all available lobbies 
- New keyboard command added, Mercs::abortmission, allowing players to abort a mission
- Mercs::abortmission implemented in the Seek and Destroy standard library
- Bumped up (down, actually) the firing rates on the AI pilot profiles
- Fixed a loophole that allowed dead players to log in again

6/29/01
- Lobby calculates difficulty as an average instead of a product now
- Lots of bugfixes, from the previously untested 6/28/01 and 6/27/01 updates
- Added a scannable "Richest Mercs" monument in the lobby
- Added seven new vehicles by Ground Pounder
- MIConfigCosts: Added new table by Kayosoni

6/28/01
- Seek and Destroy: players' spawn points are now in a different area on the map every time the mission starts
- Seek and Destroy: number of AIs parameter properly implemented
- Seek and Destroy: TACCOM status reports will cycle through all available targets with multiple keypresses
- Seek and Destroy: TACCOM status reports only broadcast to the intended player, instead of everyone in the server
- MercsIncAIList: frequency tables drawn up, appropriate functions written
- MercsIncUnitList: frequency tables drawn up, appropriate functions written

6/27/01
- Moved the Seek and Destroy script into a standard library file
- Created a list of AI profiles, MercsIncAIList
- Players can no longer kill each other in the lobby
- Status report in the lobby now reports your account status
- Added new Shepherd, Executioner and Adjudicator configs by Kayosoni (14 in all)
- Added 2 class-10 Platinum Guard Executioner (computer version) configs, both overweight