reduced minimum crates to 0.
reduced range of tower missile

Towers are too good right now and lead to stalemates. This will let them be outranged by 1 by siege tanks.
Added minimum range so that it can't hit the square next to it.
Siege Tank has movable turreted

Siege tank is kind of useless. Given a moveable turret.
This unit is needed to break stalemates.
improved siegetank weapon vs. heavy armor & buildings

This will make it slightly more relevant on the battlefield. It shouldn't be excellent at fighting armor, since armor is what should kill it, but it shouldn't be totally helpless either.

damage vs. heavy increased 25% -> 50%
damage vs. wood increased 60% -> 80%
inaccuracy reduced 45 -> 40
speed increased ever so slightly.
adjusted rocket tank

Rocket tank is a bit too good vs. armor and infantry.
It should be a generalist but its strength should lie in attacking buildings and light vehicles.

Speed increased a bit.
Damage vs. heavy reduced 80% -> 50%
Damage vs. buildings increased
Damage vs. infantry slightly reduced
rocket tank rotation speed increased; +1 sight

since it's forward-facing and quite vulnerable, seems it should have some decent maneuverability so it doesn't get wasted so easily.
Increased sight range slightly.
minor: trike ROT +1
Reduce rocket tank's inaccuracy
Removed bib from repair bay

Hopefully no one objects to this. This removes the bib from the repair bay.
Rationale: to save space (it's 3x4, which is pretty sizable). It is a building you'll often want to build near the front line, so having it be very large limits whether you can put it on a little rock somewhere. Removing the bib also has the effect of distinguishing it from the starport. It doesn't look bad without the bib.
added larger revision of dune_boogie map
siege tank turret offset changed

Now that the turret rotates, it should be changed so it looks less unnatural than if it were rotating on the center. It now looks as though it rotates on the base at the back.
siege tank weapon inc. vs light, 50% -> 75%
deviator weapon fixed
temporarily disabled Ordos Deviator

Currently the Deviator uses AttackLoyalty, which seems to only be able to take over units permanently. It should be temporary. Currently it seems overpowered, and should be disabled for now. 

If anyone disagrees, let me know.
made tanks do 100% vs. light

tanks are a bit under-powered vs. quads at the moment. Quads are fast anti-vehicle/armor support units. They are supposed to keep their range to win, not go toe-to-toe.
increase damage of siege tanks vs. turrets

For practical reasons, the siege tanks need a more powerful gun.
Currently, unit behavior is to not stay outside of turret range, but rather to walk into it before shooting. I don't think siege tank range should be increased any further, but this is a problem. 
Siege tanks should be good at defeating large clusters of enemy turrets, which are powerful and hard to break.
Sardauker HP increased 80 -> 100

Sardauker are pretty dramatically underpowered, especially considering that they are a top-tier unit. Since they are slow, they need to be tough to withstand enemy fire before they get in range. Since they are $400, they are mostly a waste of money at the moment, rather than assault troopers.
added support for main.mix (data files from original RA CD)

People who used the RA CD couldn't open D2K properly.
Merge pull request #3229 from psydev/d2k-balance

D2K balance
Un-hardcode crate drop actor names