Red Roids II alpha 22
 * by Martin Wikstrm (2006)
 * http://www,waxjism.org/nail/

Red Roids II is a strategy version of the prequel Red Roids.
Red Roids II has beed completely rewritten. The only function
that was taken from Red Roids was the starfield background.

Red Roids II features a different kind of ship part hierarchy.
As opposed to in Red Roids, where each part was connected to
another part, which enabled you to destroy parts of the ship
while leaving the rest disabled, Red Roids II uses a simpler
version where the hull can only be completely destroyed, yet
partially damaged, and the engines, weapons and shields may be
popped off one by one.

Another differense is that Red Roids II uses a point and click
strategical approach and turrets instead of fixed weapons.

Interface:
 * Esc quits
 * TAB shows map / radar
 * Shift enables mouse pan (on manual camera)
 * Left mouse button selects ships or sets their target or position
 * Shift + LMB adds ships to selection
 * Ctrl + LMB removes ships from selection
 * A + LMB sets ship position or object to follow
 * X + LMB sets target to destroy
 * 1 + LMB sets temporary position
 * 2 + LMB sets waypoint 1 (in patrol mode)
 * 3 + LMB sets waypoint 2 (in patrol mode)
 * 4 + LMB sets waypoint 3 (in patrol mode)
 * P pauses the game
 * And then there's the HUD.. Good luck with that one...

Weapons, engines and shields are mounted on specific mount points.
There are different items to chose from for every kind of mount
point. (Weapon are not selected, they are randomly chosen)

New in Red Roids are also missiles, which follow the target.

Happy Gaming!

 * Martin Wikstrm
 * http://www.waxjism.org/nail/
 * marrewikstro@hotmail.com

Complete changelog since Red Roids II alpha 1

Red Roids II alpha 22 (s8 August 2006)
// * Changed the camera panning function to a border touch one
//   The other one was a bit tricky
// * Camera panning now works within the radar view too
// * Added on-hover indicators to the HUD
// * Added real bases - made earlier bases into capital ships
// * Modified the AI so they don't send out patrols but stick to their capital
//   ships and bases instead

Red Roids II alpha 21 (27 August 2006)
// * Corrected a bug where ships don't follow a waypoint if the rest of them are
//   at the same spot
// * Added a HUD where command buttons and some selection information is located
// * Remade the mouse and keyboard interface
// * Added idle ships (as opposed to bases, patrols and escorts)
// * Added construction control where you can, via the HUB, select what kind of
//   ships you want produced
// * Increased the size of the background stars to make them more visible on
//   flatscreen

Red Roids II alpha 20 (24 August 2006)
// * Fixed the repair mode for patrol type ships to work like for escort types
// * Made escort mode also follow enemy ships on command
// * You can make ships follow random target by F + right-clicking on space
// * Added indicators for follow mode
// * Added some AI controlling
// * Corrected a bug where ships would follow targets even after they've
//   respawned
// * Ships and bases now wait at waypoints a bit to let their escorts catch up
// * AI controlled bases make use of waypoints now

Red Roids II alpha 19 (23 August 2006)
// * Remade the actShip function (testing)
// * Added waypoints (Hold 1, 2, 3 or 4 while clicking where to go)
// * There are three ship types now: base, patrol and escort)
// * Several other modifications due to the actShip remake

Red Roids II alpha 18 (18 August 2006)
// * Added several screensaver modes
// * Modified the camera follow mode to reduce jumping
// * Modified the time motherships wait
// * Tweaked some global values such as repair_speed

Red Roids II aplha 17 (17 August 2006)
// * Added slow motion (backspace)
// * Modified the dock with base function so only damaged ships do it
// * Made AI-controlled motherships wait a while before going to next waypoint
// * Motherships repair their weapons too

Red Roids II aplha 16 (16 August 2006)
// * redesigned the ships
// * fixed a bug in the a.i.
// * Added fast forward (spacebar)
// * Added screen saver mode

Red Roids II alpha 15 (13 August 2006)
// * Added docking function (button)
// * Modified the follow mode
// * Added autodocking to AI-controlled ships
// * Mother ships auto repair them self
// * fixed a bug with bullet explosions
// * Modified the center on ship buttons function

Red Roids II alpha 14 (12 August 2006)
// * Added mothership that produce ships
// * Modified the follow mode calculations
// * Added buttons for selecting ships and bases (activated with Shift)
// * Removed the select all function
// * Added a button for centering on a selected ship

Red Roids II alpha 13 (11 August 2006)
// * improved damage calculation
// * screen doesn't pan in radar mode (testing)
// * improved radar screen (selected ships are shown as blue)
// * added a third hull part
// * added more ships

Red Roids II alpha 12 (11 August 2006)
// * fixed a bug where a bullet hits the first thing in the list on a ship
// * added visual damage feedback (damaged parts get darker)

Red Roids II alpha 11 (11 August 2006)
// * better explosions
// * remade the doFrags function
// * added a pause key (P)
// * fixed a bug with the aiming system
// * added a new weapon
// * added mouse panning and removed auto follow
// * radar map activated on M now
// * added selection of ships on the radar screen
// * sparks are not created out of view
// * only ships in view are drawn

Red Roids II alpha 10 (10 August 2006)
// * added sideways friction
// * added hull rotation
// * added new ships
// * better targeting

Red Roids II alpha 9 (9 August 2006)
// * Added new ships
// * Improved aiming
// * Improved radar

Red Roids II alpha 8 (9 August 2006)
// * Improved radar / map
// * Added wrecks
// * Added scatter command (S)
// * Improved explosions
// * Click on radar screen to move long distances

Red Roids II alpha 7 (9 August 2006)
// * Improved graphics
// * Added radar (M)
// * Groups start further away from each other now
// * Added select all (A)

Red Roids II alpha 6 (8 August 2006)
// * Added auto targeting
// * Ships pop int teams now
// * Improved proximity bouncing
// * Improved movement
// * Ships without burners move still a wee bit
// * Added follow mode
// * Added respawn delay
// * Improved graphics

Red Roids II alpha 5 (7 August 2006)
// * bullets do damage now
// * added sparcs
// * view follows a ship (select with TAB)

Red Roids II alpha 4 (7 August 2006)
// * ships aim nose towards target when not moving
// * added float tlt to part which indicates how much a weapon may turn
// * added ship size
// * bullets hit ships (no damage yet though)

Red Roids II alpha 3 (7 August 2006)
// * made ships selectable
// * increased the top speed
// * added a weight to the ships
// * added targeting
// * added bullets

Red Roids II alpha 2 (6 August 2006)
// * different engines give different speed
// * turn speed ship type specific
// * ships stops rotating if they're inside their mve and speed is less than 2.0
// * added a new pre defined ship
// * rndship gives ships with multiple engine mount only one kind of engine
// * ship close to each other bounce away
// * added color coded teams
// * added weapons and mouse aim

Red Roids II alpha 1 (20 July 2006)
// * everything new
// * one ship type
// * two engine types
// * no weapons or shields
// * point and click to move one of the ships
// * right click to move to a random position