
I have begun a list with Fixes i have already done again and i'd be haoppy if anyone could post in this threat another findings wich might get fixed and i'll update this log constantly, please help, thanks

Fixlog:
Fixed Animation of the Civilian Armory
Fixed Armor Powerups for the crates
Reduced Costs of Ghoststalker to 1600
Reduced costs for Mammoth MK.II to 3600
Increased Cyborg Commando Armor to 900
Reduced Civilian Building Armor Generally
Changed Score Screen
Hijackers can now defend against Infantry via Submachine Guns
Nod now doesn't have the Mobile Sensor Array since it's GDI tech
Nod Buildings and Units are all Equipped with Sensors
Firestorm Wall Section Guard Range Increased to 6 cells
Stealth Generator Cloak Range Increased to 16
Stealth Generator Power Increased to Normal (350)
Scouts are now Tiberium Proof (doesn't uncloak on it's way anymore if walking over Tib)
Civilian Buildings are not Attackable anymore, only with force fire
Increased Construction Yard Armor to 2200 (Guarantees longer battles ;P)
Outpost Changed back to Civilian Array with a long range detector and ability to build near it
Fixed an Error when Invisible Mutant Hideout's (obsolete) were still destroyable if found or capturable
Scout has now Sensors
Fixed an error where the scout could be attached to a building
Fixed a bug where elite weapons don't show it's impact animation
Fixed Harvester's Unloading Animation location
Reduced Juggernaut Armor to 500 (was 650)
Fixed an entry error in the Hackers Soundfile
I still like to discuss the pro's and con's of Nod not having a Mobile Sensor Array and having overall sensors on everything instead.