don't hardcode the RALoadScreenImage
added maps converted from c&c and covert ops
just tweaked a spawn point
move classic maps to classic mod
cnc-classic mod with ClassicProductionQueue and skin by Harisson
speed up production if multiple buildings of the same type exist
made some minor money changes (start, crate)

Starting money now 5000 instead of 10,000
Crates now give 2000 instead of 1000
Warning audio (low power, silos needed) 20 seconds instead of 10. 
re-wrote infantry.yaml

Unit values are now same as C&C Gold, including new unit dependencies.
(vision range is approximate, due to rendering differences for sight range)
re-wrote structures.yaml

Structures should now have same values C&C Gold now. 
Helipad is not perfect (unit does not spawn in the center)
There may be issues with how the ion cannon does damage differently to weapons factory vs. airfield (also an issue in regular CNC fork).
List of buildings has been organized from basic to advanced, and in-game build menu has been changed to be more logical. 
re-write defaults.yaml

Re-writing defaults.yaml to enter values from C&C Gold. 
Vehicles & tanks have a small explosion by default now. 
replaced vehicles.yaml

Completely replaced vehicles.yaml. All values should correspond with C&C Gold. 
(Cost, HP, speed, armor type, vision, pre-reqs, explosion type...)
-Re-ordered units list from basic at the top to advanced at the bottom.
added explosions.yaml to mod
Create explosions.yaml

CNC Classic uses many different explosion types (imitating C&C Gold). Decided they should get their own file. 
Explosions are not perfect renditions of C&C Gold's (in particular, I have not estimated precisely how much damage they do to surrounding units). Graphics are mostly identical, though. 
created weapons.yaml

I'm can't remember what differences, if any, there are between cnc and cnc-classic for this file. I edited it ~6 months ago. 
added a few explosion animations
fix RALint cnc-classic errors
move GDI01 to classic mod and fix crash on startup