                 Orion Beta version 2.4
                          by
                      Jason Avina


****WARNING****WARNING****WARNING***WARNING***WARNING***
      This patch is filled with a lot of cool stuff. 
I think I did a good job equaling everything out by
taking in account all of their abilities.  However, some
things you may not like.  If you find an addition to be 
too powerful let me know.  I really hope you enjoy my mod.
****ENJOY****ENJOY****ENJOY****ENJOY****ENJOY***ENJOY***

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	             INSTALLATION
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Just put the orionmod folder and orion.bat into your Tribes 
directory.  Then run the orion.bat file to start the mod. 

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	             NEW ADDITIONS
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Two new armor
Two new weapons
Six new packs
Three new deployables
Four new mission types

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			CHANGES
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Four New Mission Types - This includes Tribes Tag, Arena, Flag
Hunter and Chase the Rabbit.  Now you can enjoy all these new 
styles of play with the new additions in my mod.

Hyperlight armor - Very agile, but withstands very little damage.  
Maximum of two weapons and no deployables.  Can use all weapons 
except the Laser Rifle, Grenade Launcher and Mortar.

Ultraheavy Armor - The only armor that can carry the Rocket Launcher.
This armor is a tank.  It can take major damage and holds a lot of
ammo, but the thing moves slower than a turtle.

Rocket Launcher - Can only be carried by Ultraheavy Armors.  This will 
fire a rocket which does the same damage as a disk launcher, but 
if you get your target in your sights it will track them like a 
rocket turret does.  The tracking missile also does mega damage.

Sniper Rifle - Can only be used by the Hyperlight Armor.  Just like
the Laser Rifle, but uses ammo instead of energy.

Laser Rifle - No energy Pack required to use it, but your energy
recharges slower without one.

Cloaking Device - New pack which turns the wearer invisible.  
It still shows the enemy icon over your head if you are put on
the enemies' sensor network, so try not to get too close to players 
or sensors.

Kamikaze Pack - New pack which when used will drop a bomb which
will kill anything in it's radius, sadly, this also includes you.
Only heavies can carry this item.

Flag Decoy Pack - This put's a flag on your back that will trick
enemies into thinking you have their flag, taking some heat away 
from the real flag holder.

Command Laptop - This pack lets you control your turrets without 
being at a command station.

Heatsink - This pack masks your heat signature so rocket turrets
won't fire at you.  If the driver of a vehicle has this pack on
it will tap into the vehicles systems and mask it's heat too. 
Rocket Turrets will still fire at you if controlled by a player, 
but the missile doesn't seek you as well if you have this pack. 

Teleport Pack - Let's you teleport from your current location
back to where you originally spawned at.  However, the sheer 
power of the teleportation flux will not allow you to take a 
flag with you, and it needs to recharge for 30 seconds after 
each use.

Force Fields - This deployable is a forcefield that works like
a Forcefield Doorway.  It will disappear for all your teammates
to pass through, but not for enemies.  You may have four
Forcefields per team and they can be placed on walls and 
ceilings also. They take a moderate amount of damage to destroy, 
and if damaged it will slowly heal itself if not destroyed.

Sentry Turrets - Replace the old turrets.  Pretty much just
shielded turrets with a blast radius, but they can also be placed 
on walls and ceilings.  By the way, turrets will now give their 
owners credit for kills to make sure all those loyal defenders out
there get their deserved kills.  Ten Sentries per team.

Missile Turrets - Deployable Rocket Turrets which are great for
stopping opponents from jetting and flying vehicles.  Only heavy armor
or above may deploy these turrets.  Two Missile Turrets per team.

Sentinel (Motion) Turrets - Decreased the damage a sentinel (motion) 
turret can take.  They also have splash damage like the Sentries do.

Beacons - Made them harder to destroy, so they are actually useful.

Spawning - You now spawn with just the disc launcher and a repair kit.

Respawn - Lowered the item respawn time to reduce the time you wait
for a repair pack, etc.

Chaingun - Increased amount of ammo and rate of fire.  Decreased it's 
spread for better long range accuracy and decreased it's damage.

Skins - Added personal skins option, but other players must have 
your skin to see you wearing it.

Prices - Changed item prices and order at the inventory station.

Vehicles - Increased speed and handling of all the vehicles.  Also,
Heavy and Medium Armors can now pilot the APCs.

Scout - Slowed it down a bit and made it easier to kill.  To keep 
it attractive, I replaced the rockets with a dual chaingun that
shoots explosive rounds, which gives you better accuracy while 
flying with a bad ping.

Deployables - Made all the deployables (motion sensors, cameras,
turrets, etc.) a little harder to destroy.

Grenade Launcher - No grenade launcher for light armors.  This
makes the medium more attractive for base assaults, so maybe we'll 
actually see one or two people wearing it in the future.

Scoring - You gain one point for returning your flag, you lose 
a point for dropping the flag within 100 meters of the enemies'
flagstand and capturing a flag is worth ten points, so make sure 
you plan your attack wisely. 

Mines/Grenades - Mines won't explode for your teammates. I also 
changed their ammo limits......

Armor	      Mines	Grenades
------------------------------------
Hyperlight      1          3
Light           3          5
Medium          5          7
Heavy           7          9

Ammo - Changed the weapon ammo limits for the armors to balance 
them out.

Ammo Pack - It can now hold two Repair Kits.

Scores - Now shows the person with the most kills, most points and 
most deaths at the end of a mission.

Lessened Skiing - I reduced the Jump Impulse for all armors to
help reduce skiing speeds.  This was very effective for the heavy
armor, so we might see less lone wolf heavy offense.  As a side 
note to all you skiers out there...heavy offense is what the 
APCs are for.

Remote Inv. Stations - You can now buy armor from them.

Blaster Speed - Blaster still has same rate of fire, but the 
speed of it's round moves a little faster.  I did this so it's
a better anti-sniping weapon for medium and heavy armors.

No Out of Bounds - You will now take damage for going out of the
mission area in all mission types.

Autoadmin Feature - This will automatically admin you when you 
join the server, as long as your name is in the serverprefs.cs
file for the server.  Servers please keep me as an autoadmin 
and add any additional players after my name.  I spent my time 
making this mod and I feel I deserve this small priveledge.
NOTE - this only gie basic admin features, not superadmin.

  Forgive me if I've missed something.  Have fun, enjoy my 
patch, and please e-mail me with your thoughts and suggestions.

E-mail = avina@henry-net.com
                                  Thanx,  Jason Avina

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		     CHANGES IN V1.1
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Took out the missile turrets, toned down the Kamikaze pack,
which took away game balance, and added the Splash Rifle.  
Changed other minor things also.

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		     CHANGES IN V1.2
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Added explosive rounds to the scouts minigun and upped the 
power of the splash rifle.

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		     CHANGES IN V1.3
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Removed the Splash Rifle and added a the Rocket Launcher.  Also
added the teleport pack.  Fooled with the ammo pack.

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		     CHANGES IN V1.4
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Added splash damage to the turrets and implemented turret
kills being credited to their owners.  You now lose 5 points
for using the Kamikaze Pack, but the damage is slightly higher.
Updated to latest Arena version.

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		     CHANGES IN V1.5
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Added Hunter support, and took out mines and turrets in Deathmatch,
Arena, Tag and Hunter game styles.  I also made Inventory and 
Ammo Stations indestructible in these game styles.  I made mines
only blow up when enemies step on them and not your teammates.
Slightly increased the ammo capacity for a Hyperlight Armor.  
Added 3 types of springboards to add to maps, for all you map
makers.

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		     CHANGES IN V1.6
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Added support for Rabbit mission type and eliminated every bug
I know of.

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		     CHANGES IN V1.7
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Updated to newest versions of Rabbit and Flag Hunter mission
types.

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		     CHANGES IN V1.8
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Fixed the bug so Rocket Turrets will fire on their own again...
sorry about that.  After seeing the Kamikaze pack being used too
much, I limited it to only heavies being able to carry it, and you
no longer lose 5 points for it's use.  I also increased the range
of motion sensors and updated the scripts to Tribes v1.8.

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		     CHANGES IN V1.9
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Newest version of Flag Hunter added.  Heavies/Mediums can now 
pilot the APCs.  Added No Out of Bounds and friendly mines will
only explode for enemies.  Lessened Rocket Launcher's tracking
range, but it now tracks vehicles too.  Forcefields heal a little 
faster.  Added Deployable ELF Turrets and Rocket Turrets.  Sped
up the blaster's bolt, turret bolts and the RL's unguided missiles.
No Energy Pack needed for Sniper Rifle and no energy pack on spawn.
Lessened speed of armors while skiing.  Increased damage of scout's
chaingun.  Made you only lose point for dropping flag if you're 
within 100 meters of the enemies' flagstand.  Teleport pack needs
30 seconds to recharge after use.

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		     CHANGES IN V2.0
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Decreased the amount of each turret allowed.  Armors are now
accessible from remote inventory stations.  Added fair teams
option.  Slight increase of ELF's energy drain(not damage).

--------------------------------------------------------------
		     CHANGES IN V2.1
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Toned down the ELF turrets, but they still work great against 
shielded enemies, especially when used with a sentry turret.
Took out the fair teams option, it was too annoying.  Added
Autoadmin feature.  Increased the range of the rocket launcher 
and made it track turrets and sensors.  Increased energy 
available at remote inventory stations.  

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		     CHANGES IN V2.2
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Decreased the shielding on deployable turrets.  Made a sound
for when you use the teleport pack, that way people will hear
a sound when you use it and know what happened.  Slowed down
the missile turrets reaction time.  Decreased the speed of 
the turret rounds.

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		     CHANGES IN V2.3
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Took away deployable turrets shields, but increased their 
ability to take damage.  Toned down the forcefields.  Took out 
the deployable ELF turrets.  Made heavies more mobile.  

--------------------------------------------------------------
		     CHANGES IN V2.4
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Added the Ultraheavy armor and tweaked a few other things.  Only
Ultraheavy armor can use the Rocket Launcher, and only heavy or 
above armor can place rocket turrets.  Also added the Sniper
Rifle for the Hyperlight.

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		      SPECIAL THANX
--------------------------------------------------------------

I would like to thank all the mods which I took the ideas from,
this includes Renegades, Shifter, Ideal and Balance of Power.  
Anyone I left out, please forgive me and e-mail me if you would
like your deserved credit.

