TODO:

- Add imperatus superweapon - resurrection
- Add techion superweapon - some techion beam

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Updated: 02 mar, 2014
- B30 support

Updated: 06 feb, 2014
- Added uniform faction loading mechanism

Updated: 23 feb, 2013
- Added co-op multiplayer support
- In single player mode UL2 switch to mouse control mode, in multiplayer to gamepad/keyboard.

Updated: 01 feb, 2013
- Increased text rendering speed
- Changed the way atmospehere drawn to reduce lag
- Increased UI buttons rendering speed

Updated: 27 jan, 2013
- AI digs gold when it's low on funds
- Added territory attack cooldown, you'll have to wait before attacking again from selected territory

Updated: 26 jan, 2013
- New faction property - CF_UnassignableUnits. AI will never give orders to units in this list.
- Fixed diplomacy button bug
- Bombing intervals slightly increased
- Better support for 720P resolution
- Dummy superweapon now shoot 4 beams
- Added General Industries to faction pack
- You can specify that your faction comes with pre-equipped actors, check GeneralIndustries for details
- AI dropships try to avoid collisions
- ACrabs no longer walk away when delivered
- Fog of war no longer appear after scan
- Fixed mod_lowintensity
- Fixed the bug when ACrabs were free

Updated: 15 dec, 2012
- Added defence mission timeout
- Swaped Equipment and Assault team buttons
- UI changes
- Added drop ship capacity faction bonus (see Dummy.lua for example, use at your own risk, drop ships way start falling down)
- Fixed some scenes
- Fixed reinforce UI 

Updated: 13 dec, 2012
- CCRTS multi-select seam bug fixed
- Added new pie-menu elements to CCRTS cursor
- Factions can be read from Factions2 folder in the root of CC
- Defenders concentrated near base entrances
- Bugfixes
- Bunker tweaks
- Balance tweaks

Updated: 10 dec, 2012
- CCRTS built-in, press space during mission to activate
- No more rally-points at LZs due to unfixable problems
- Different tactical behavior models for AI (3 different models so far, depends on faction settings)
- Funds displayed when you dig gold (BTW did you know that you can dig gold in UL2?)
- Friendly LZ's can be compromised by enemies
- New console hack effects for HQ, hospital, orbital targeting and airfield
- 10 new bunkers

Updated: 02 dec, 2012
- New faction bonuses - CF_HackTimeBonuses and CF_HackRewardBonuses, look into Coalition.lua for examples
- Set CF_BrainHuntRatios for your faction to specify how many troops should protect brain and how many will attack player
- Set CF_PreferedBrainInventory for your faction to specify prefered weapon types for your brain unit (all items added for free)
- All UL2 faction files still compatible, no need to update them

Updated: 25 nov, 2012
- V1.05 compatibilty
- You can set LZ AI mode and all arriving troops will switch to that mode
- "New game" data tweaks
- Bugfixes

Updated: 05 oct, 2012
- Supports lower resolutions, minimum width 640 (1280 2X), minimun height 384 (768 2X)
- AI now a bit more cheaty

Updated: 28 sep, 2012
- V1.0 RC1 compatibility

Updated: 28 sep, 2012
- Bugfixes

Updated: 26 sep, 2012
- Bugfixes
- Changed ally system. You can spend your ally points to order some random ally troops. You can't unlock ally tech anymore.
- Faction relations bonuses now work.

Updated: 21 sep, 2012
- Bugfixes
- You can press space to toggle time or get back to main screen

Updated: 20 Sep, 2012
- More stable faction loading code, detects more errors and disables broken factions
- Player can enable/disable brain rally point via CF_SendTroopsToBrain in CF_MissionLibrary.lua

Updated: 21 Jul, 2012
- Bugfixes
- New maps
- Ally points can be obtained by hacking specific consoles and collecting special items
- Ally missions disabled due to lack of them (can be enabled if you liked them)
- Strategic AI improvements
- Sometimes tactical missions can crash but I don't know why yet

Updated: 14 Jul, 2012
- Better difficulty level support. Affects AI income, spawn and build rates.
- Better AI research and AI tech tree now can be defined by faction designer. See coalition.lua for example.
- Bugfixes

Updated: 08 Jul, 2012
- Bugfixes
- AI can use shields+pistols
- Small tweaks
- Better way to sell weapons and actors

Updated: 07 Jul, 2012
- Bugfixes
- AI can use grenades
- Small tweaks
- Scenes can have multiple brain vaults

Updated: 05 Jul, 2012

- Bugfixes
- Disabled Fog of War in ally missions
- +1 ally missions
- +1 map
- Device actors for hospital, airfield, factory and mine
- AI more aggressive
- AI debug console output cleaned out
- Added explosives to items lists for all factions
- Fixed research prices for coalition

