[------What do Lagg's V5 bots do?------]
[------**************************------]
Lagg pretty much messed with the entire T2 AI code, he added so many things and fixed so much stuff that I just can't list them all. But I guarantee you that these bots are very fun to play against, unlike the default bots.

Some things that Lagg's V5 bots do:

-drive all the tribes 2 vehicles and deploy MPBs.
-be tailgunners, bombers, gunners for other bots
-support humans as a gunner/tailgunner whenever they need vehicle support (say VNS or VNB/VNT)
-use the MPB/sparky's teleporters when needed
-run from missiles if they're piloting shrikes
-detect mines better and throw them in combat
-have better cloaking tactics
-attack and repair vehicle stations
-find locations to mortar shoot objects instead of waiting on their butts for a targeting laser bot
-deploy motion/pulse sensors, cameras
-use missile launchers to destroy turrets, sensors, solar panels
-steal vehicles to go back to base if they have a flag... vehicle cap!
-climb high places to spam attack areas with the mortar or sniper rifle
-wall-shoot objects from difficult angles 
-use predefined attack paths for destroying objects
-use the mortar to destroy inventory stations and generators, as opposed to the default weapons
-camp destroyed enemy assets, especially the gens
-patrol in defense using predefined paths
-tell you their current objectives if you're looking at them and say VCW
-Lagg's siege maps have mission specific scripts that tweak the bots specifically for that map
-Lagg's bots have a fix for exploding tank Unhandled Exceptions  
-And MANY more things and fixes to make the default bots un-retarded. There's so many I can't list them all.


[------What do Roboto's modifications do?------]
[------***********************************------]
My contributions are merely small fixes/features compared to the bulk code that Lagg wrote, but these changes will make the bots more challenging in Classic CTF. The bots are better suited for the high speeds and flag action of Classic. Some of these changes are only activated in CTF. 

Roboto's main modifications:

-Bonus: RPG Mode! A feature easily enabled or disabled in the server prefs file. 
-Dynamic bot numbers - Bots will leave and enter a match depending on the recommended number of bots for that map, and also get kicked depending on the number of humans joining the server.
-LAK bots - Bots that play and are tweaked to play LAK. Heavies might appear if splash damage is ON. Don't worry, bots don't like the chaingun either!
-High speed cappers and flag carrier chasers, and a little extra speed and energy for normal bots so they catch up to those pesky skiiers and stop getting stuck so much (got the idea from BIOMod, thanks BDC!)
-Bots will chat random stuff just using text, taunt/complain (globally) when they lose or win, or use misc tribes 2 sounds, even from the Osiris Voice Pack
-Periodic checks that kill stuck bots
-Map records: Most midairs, highest killing spree, and a gametype specific record
-Light/medium Bots that are close to the enemy flag and that can easily see it will try to ignore the danger around and just get the flag instead of fighting and destroying every single thing around them.
-Bots will now wall-shoot in CTF too, not just in Siege
-Bots that follow paths to attack gens or cap the flag will remember where they left if they get interrupted when using a path instead of starting from the beginning of the path.
-Bots that switch teams to make it harder for humans to play, also with modifications for more switching bots when there's a single human playing (taken from Triumph Mod, thanks Pinkpanther!)
-Random bot names from snap crackle pub and goon haven, random race, gender, voice for bots integrated into the default AI script (taken from xRandomAIGame.cs, thanks keen!) Some bots will have the actual race, voice and gender as the actual players.
-Cappers use predefined paths to get to the flag (e.g. the path around the mountains in Katabatic)
-Bomber/Tank pilots will not eject (in CTF) if they have a gunner when they complete their path. They will now repeat movement from the last two path markers for max 8 minutes.
-Bots will change their missile, mortar, deploy, and defending weights in CTF depending on how well their team performs and if they have any humans in their team
-Modified editorgui and objective builder so it makes things x10 easier when adding bot support to map. This includes balanced weights, objectives, etc. for CTF. It will save a lot of time when adding proper bot support 
-now from the in game editor you can make bots not do attack/repair/touch/defend/pilot/etc. objectives IF some objects are disabled/enabled or some simgroups provide power or not, no extra scripting required
-bots will also get increased or decreased task priority in some zones if triggers are added, without any extra scripting!
-Bots now have emergency objectives for deployables. If their gen gets destroyed they will respond by placing turrets, sensors and cameras around it. This only happens when it gets destroyed. If the generator keeps getting destroyed X times (set in .mis file), then bots will have a high priority Generator Defense Patrol objective.
-Bots will have higher priority objectives for missiling turrets/sensors if they are losing. If they are losing very badly they will have a another high priority objective to defend the flag. 
-Both teams will deploy cameras (not meant for generator defending) at the beginning of the game, but further into the game only the losing team will deploy cameras, or if the teams are equal. This makes the human team more vulnerable to attacks since they always win.
-Bots will spread on maps where they usually gang up on each other. This means that in some maps they will intentionally not take the shortest route when doing some high priority objectives (mortar spam, missile object, mortar object).
-Better .nav (bot navigation) files for some maps so bots get stuck less often.
-Mission specific bot objectives for Lagg's Military Industrial Complex siege map. 
-bots will try to retrieve their dropped flag ASAP instead of waiting for a faraway bot to return it. They will also stop wasting time taunting a flag carrier's corpse.
-bots have increased range for detecting human players near their flagstand (275m instead of 100m), making it harder for human players to cap
-fixed an issue of pilot bots not waiting enough at the passenger waiting spots
-fixed bots doing nothing when seeing an enemy deployable they want to shoot
-fixed bots trying to be vehicle escorts if they are too far away from the driver. Also, bots who camp destroyed enemy assets will not be vehicle escorts for the same reason.
-made bombers and havocs fly better to waiting spots, and made vehicle escorting bots go to the waiting location of the driver rather than jumping around the vehicle until it gets to the waiting location
-changed the bot add options in the menu so you can add 63 bots
-when you're observing bots you can now see their current tasks (I can't remember the author of this script)
-fixed a bug with bots using sparky's teleporters in CTF. Also made bots use sparky's teleporters for more objectives and decide if a MPB or Sparky's tele is more useful.
-in ctf a bot will only repair an object if he's no further than 175m from the object, and they will only do defend objectives if they aren't further than 400m
-stopped bots being vehicle escorts to very far away bots/players
-in maps with forcefields bots will not attack forcefield protected gens without destroying the FF generator first 
-fixed the projectile console spam in Classic (thanks Blakhart!)
-Bots will stay more focused on their objectives depending if they're inside their base/enemy base, or outside, or if a list of objects and even simgroups are enabled, or disabled, or in the same team or not, in ctf, dnd, and siege. Cloaking and heavy bots get even higher priority to destroy generators.
-Capper bots that are badly damaged will not try to grab the flag if they're not very close to it so a healthy teammate can go grab it instead
-Capper bots will sometimes clear the enemy flagstand with a spinfusor shot if the enemy flag is on the flagstand and the bot is about to grab it
-bots use blasters to destroy generators in very tight rooms so they don't die from splash damage, gunship passengers/pilots also have new sets to get blasters if needed
-blaster damage is slightly increased 
-offensive team's assets are now invincible in Siege
-to stop all bots trying to grab the flag when they shouldn't, capper bots that have sensorjammer packs have increased objective priority and those without a sensor jammer pack or no pack at all have decreased priority to grab the enemy flag.
-in CTF, bots have much a much higher priority for destroying enemy base assets if they're close to them, even higher if they don't have a pack equipped (since they'd die capping anyway), and even higher if they see the asset, and even more if the asset is not powered. 
-in Siege, bots now have higher destroying priority if they see an asset.
-bots walk slower in dangerous areas (such as above lava) when danger zones are set in a map
-added a map rotation script that disables maps that not meant for these bots (EzRotation.cs)
-added preference to disable server reset when all players leave the server
-midair message boxes for disc, blaster, and plasma shots taken from the evolution mod
-All game modes have their own timelimit.
-Disabled mine disc in siege and voting for time extension in siege and CNH.
-Bots will care less about turret deploying if they're winning and have humans on their side
-and many other random tweaks/fixes/changes that I forgot to write them down, as I stopped logging my changes after a while


RPG Mode features:

-Level up to lvl 25. You'll get 2% bonus weapon damage and health each level.
-Every 5 levels, your deployables and spawned vehicles get 10% more health and damage.
-From killing players, destroying assets, capping, repairing assets, and so on, you can get consumable items or equipment parts.
-There are 17 consumable items to get and 20 equipment parts that can make your character, vehicle, or deployable better.
-The server records the top 3 players, how many days have passed, and resets all the player stats and Top 3 scoreboard automatically every 7 days. Every other day an event's automatically activated.
-There are 4 events: slightly higher EXP rate, even higher EXP rate, increased drop chance of consumable items, and increased drop chance of equipment parts. When the equipment drop chance event is active, the max bot levels are slightly increased for that day.
-Bots have random levels and equipment. Most of the bots have a high level, fewer ones have a lower level, and even fewer are mid-level. Depending on their level, they might have more or less rare equipment parts. They do not use consumables.
-When the server is reset every 7 days, the Top 3 players get two equipment parts as an award after their stats are reset.

Note: In RPG mode, the damage you do to base assets will always be the same due to balance reasons. This only applies to base turrets, normal inventory stations, vehicle pads, base sensors, etc. However, your stats will matter against deployables, vehicles, and players. Also, RPG damage modifiers are turned off in LAK.

T2 Ironsphere RPG, T2 Powers mod, and also Titan RPG for UT 2004 inspired me to create my own RPG mod. So check out those mods too when you can.


------List of bot maps in this pack------
*Note: These maps are bot supported by Roboto. It took a ton of time to bot support maps properly and test everything, but remember that the bots still are not perfect and can be dumb sometimes despite all the effort put into them. 

CTF (15 maps):
ColdasIce_b, HighOctane_b, Katabatic_b, MoonDance_b, Small_Crossing_b, Vauban_b, Slapdash_b, Titan_b, SubzeroV_b, S5_Icedance_b, circleofstones_b, Boss_b, Hillside_b, Wonderland_b, S5_Massive_b

Siege (2 maps):
MilitaryIndustrialComplex, NoQuarter

LAK Rabbit (7 maps):
SunDried_b, Escalade_b, HillsOfSorrow_b, Sundried2_b, Tibbaw_b, Trolls_Sanctuary_b, MyrkWood_b

Hunters (14 maps):
AgentsOfFortune_b, MyrkWood_b, Escalade_b, MinotaurUnderground_b, BountyHunter_b, Gehenna_b, Fracas_b, SunDried_b, Talus_b, OasisHunters_b, Rimehold_b, Underhill_b, Rasp_b, HillsOfSorrow_b

Team Hunters (7 maps):
AgentsOfFortune_b, Escalade_b, MinotaurUnderground_b, BountyHunter_b, Gehenna_b, Rimehold_b, HillsOfSorrow_b

Deathmatch (14 maps):
Trolls_Sanctuary_b, HillsOfSorrow_b, Manifestation2_b, Rasp_b, Underhill_b, BountyHunter_b, Talus_b, SunDried_b, AgentsOfFortune_b, Escalade_b, Sundried2_b, MyrkWood_b, Fracas_b, MinotaurUnderground_b



------Thanks to------
-Lagg Alot, for creating these awesome bots and for all the bot support/editing help. I wish I could write every modification that he did to the base bots but even he doesn't remember because there were too many. Sorry.
-MetaDrax for making more great bot supported maps, testing the bots, and taking care of the tribes 2 bot site, and sharing useful bot info over the years.
-The guys who worked on the Classic mod!
-BDC for adding Lagg's excellent bots to his BIOMod and giving me an easier time bot supporting BIOMod maps (check out the BIOMod server!). 
-Thyth for creating TribesNext
-Pinkpanther for helping me with some scripts, and for the bot balance script from REDmosquito's Triumph mod
-Keen for the random names, race, gender, voice pitch script
-Ragora and Sophisanimus for helping me with some scripting information
-Phantom139, because his Powers mod inspired me to create my own RPG mode 
-All the other guys who wrote the rest of the scripts that are included in this pack
-Bahke for his security patch
-Krash for info about properly kicking bots from a server
-Everyone who likes and still plays Tribes 2, because 'Tribes 2 is the best Tribes in the world!'


------Ideas for improving this pack------ 
-A response system for the bot chat. They would use subjects and have a chance to make another bot respond to that subject depending on the subject. 
-Bot waiting location and waiting equipment after he grabbed the flag, he's at his base, and his flag is not returned. 
-Bots that use satchels. They would deploy and wait at different locations when almost losing the match.
-The capping bot with low health that is going back to his base should throw the enemy flag to a healthy teammate so he can cap instead.


------Bugs------
*For some reason, using Affinity.exe (setting tribes 2 to run on a specific core) when hosting a dedicated/listen server makes the bots act crazy, they forget to do objectives, have ridiculous speeds, jump into lava, basically ignore what they're told to do. Just don't use affinitty when hosting some server with these bots, so they work properly. You CAN use affinity to join your own bot server if you want too, on the same pc, but just don't host a bot server started with affinity (a specific core).

*The game will crash in a Siege mission if there's more than 32 bots, when the teams are switched

*Bottom and center message boxes (used for RPG Mode stuff and map stats) will not display correctly or at all if the game is not in full screen.



["Thanks again, Lagg, for your hard work on the bots throughout the years and for giving me your bot scripts. Without them, and the Classic mod developers, this Classic modification would not exist."]
	-Roboto.