added separate explosions.yaml for weapons
explosions added in weapons/ folder; defaults l8r
cleaning up pre-requisites: refinery
rename e3 weapon 'bazooka'; removing aa for now
necessary fix for mod.yaml... was broken
Gave buildings except turrets AutoTargetIgnore
Doesn't really make much sense to auto-target buildings that are no
threat. Units should fire at units or turrets.
re-ordered structures list
changed cost of various structures.
money is limited, shouldnt be wasted on pointless things that take extra
time building for no reason. Like, power stations, barracks.
Some changes inspired by original dune 2000 stats. Other buildings left as
is, because we're not trying to copy the original game.
Light factory made super cheap to distinguish it from heavy factory. It
should make poor-man's units, relatively quickly. Things that sort of
suffice at countering better heavy units like tanks, while pursuing a
different strategy.
No buildings cost more than $2000, because it's not really necessary to
have things be that expensive (from what I can tell). It just wastes time
and cuts down possibilities for strategy by making certain things out of
reach and forcing everyone into similar strategies.
Research facilities that unlock units (outpost, high tech factory,
research facility) all ~1000.
Starport made 2000 so that it's not too cheap since it's good, but not
inaccessible as a mid-game strategy.
modified custom pre-requisites for buildings
changed unit costs at starport; fix starport
updated weapons with better values.
fixed trikes, unit stats.
fix siege tank, combat, trike again
Merge pull request #3066 from psydev/bleed

d2k: cleaning up weapons & pre-requisites