tweaked weapon fire speeds and covered up some null reference errors.

The weapon fire speeds were in whole integers, like 5, meaning 5 times
per second.  We were treating them like once every 5 seconds. 
Changing the updateTime methods for the weapons fixes this injustice.
They still fire slowly, but I think that has somethign to do with the
brains/ready to fire logic....
I guess it wants this...?  My last was rejected for some reason...
Some transient stuff for serialization
Fixing grave rendering
Cleanup
Gameplay changes via params.js
Calculate average edge length properly
Merge remote branch 'Logan/master'

Committing merge after pulling Logan's changes!
CellSpace building fix
Don't activate a bot's brain until it's thinking!
Properly attach weapons to the proper nodes
Updated default map
Screw it! build all the cost paths!
updates to the weapon desirability weights.
Merge remote branch 'Logan/experimental'

Merge post experimental branch off...
Changing weights for the goals. Trying to make exploration less desirable.
Fixed tons of warning, mostly unused members and imports.  Just doing
a bit of cleanup!
Modified ignore list so that logs and the Eclipse build metadata directory
 would not be traced by the repo.
Some cleanup before presentation tomorrow/next week.  Updaing README with
information about the architecture, can also use it as a base for my talk.
README update