important fix -- apache shoots at air units again

Apache Helicopter wasn't shooting at air units. Now it does again.
bike rocket damage slightly tweaked++

Bike rocket damage increased to 30.
This lets it kill MLRS in 4 shots instead of 5. Important for the role the bike plays.
Kills Buggy in 4 shots instead of 5 as well. 
This helps to justify bike's cost of $500. Its primary job is to exploit open space with its speed to attack vulnerable units, e.g. go behind enemy lines and quickly kill artillery. 5 shots (3 volleys instead of 2) makes this far weaker in this role, and expensive to take the risk with.
fixed earlier mistake w/ mlrs HP

I made a mistake changing MLRS HP from 120 -> 115 in last patch. (I misread a unit stat and so the change didn't do the thing I thought, and had no purpose).

Returned to previous value of 120.
construction yard -- make better range limit

Playtesting suggested we should increase the build radius from 10 to ~13/14.

Also changed pre-requisites so that "hq" pre-req is not "anyhq"
Nod gets mobile SAM launcher. MLRS & MCV speed

Nod now can use mobile SAM launcher. This is necessary because Orcas are powerful, esp. in large groups.
MLRS slowed down a bit, so it can't turn and run as swiftly.
MCV gets +1 speed since it will be moving more now. 
Orca, MLRS, mammoth balance stick

MLRS range reduced. People don't seem to like it's ultra-long range. Hopefully this is a good middle ground.
Orca range reduced -- there's some concern the orca is OP, especially against things designed to kill it (Bike, MSAM, ...). Reducing range will not nerf it but will allow vehicles to approach without getting instantly killed.
Mammoth missiles spread increased. Since mammoth is a top-tier unit, people think it shouldn't be easily killed and should be effective vs. everything. This should help a bit vs. infantry.
MLRS damage vs. wood reduced significantly, to slow down how fast they can destroy buildings.
MLRS damage vs. infantry slightly reduced. They are supposed to be good at killing incoming infantry groups, but they seem slightly too effective.
MCV no longer needs FIX to be built

MCV is more important now since buildings can only be built within its build range. If you need a repair bay first, it's too constrictive. This seems right. 
Building adjacent value increased

Since the MCV position limits where you can build, it seems like the adjacent value should be relaxed. 
Pchote, scott, mailaender and I were playtesting the new build radius. We played with a value of 5 and it was good.
changed pre-requisites from HQ to ANYHQ

Vehicles can still be built if communications center is destroyed, as long as player has either an advanced communications center or temple of nod.
infantry pre-req change "HQ" to "ANYHQ"

tier-2 infantry can still be built as long as you have advanced communications center or temple of nod. 
Gun & Guard tower detection range increased +1

The detection range for cloaked units for guard towers and guns is low (3). 
This is needed so that stealth tanks aren't too good at sneaking by everything. 
stealth tank range -1

Stealth tank range seems too high. It currently exceeds obelisk range. We won't be changing obelisk range until the FireDelay issue is fixed. https://github.com/OpenRA/OpenRA/issues/2710
fixes #2679 RA war factory closes the door prematurely
fix the bit-rotted tooltips of fake buildings
fix MCV crate not being given if normal SelectionShares was zero
mcv crate; cloak delay; AI

MCV crate set to 0. This will be at the very least until there is a way to delay good units from showing up early game.
Cloak delay raised to 90 since it re-cloaks fast. This is because currently the stealth tank starts countdown while still in "attack mode", after the last missile was fired. Should be changed again to 1-2 seconds after  https://github.com/OpenRA/OpenRA/issues/2898 is implemented.
Added hard AI.
orca balance

Orca has been shown in playtesting to be too good in large groups. Reducing HP to 90 so that bike rockets, e3 rockets can kill in 3 shots instead of 4.
Returning ammo to 5 again, because adding that extra rocket ended up making a much bigger difference than expected.
fixes #2913 make clean && make failing
auto-map-downloading updated. (sync)
auto-map-downloading