Merge pull request #3070 from Mailaender/d2k-assets-completion

Ripped the Dune 2000 assets completely and added some polishing
Ix research now requires Hi-tech-fac as pre-req
Merge pull request #3086 from psydev/bleed

d2k: Ix research now requires Hi-tech-fac as pre-req
added RALint check for missing sequence definitions

closes #2283
add missing d2k sequences

- removed some hidden ra fallbacks
- added waypoint/spawn for editor
update the d2k missing content files readme text
reducing Adjacent from 5 -> 4

buildings are too far apart these days.
decreasing crush evasion from 75% -> 60%
artillery adjustments

nod artillery range decreased from 12 -> 11
mlrs vs. wood increased 25% -> 30% (it's very slow vs. buildings right now. Good but maybe too slow)
reduce conyard hp 1500 -> 1400

to guarantee ion + airstrike will kill it.
mammoth missiles vs. infantry 30% -> 40%

mammoth should be vulnerable to infantry, but right now it's a bit too weak vs. infantry, given its cost.
increas TakeCover crawl speed 50% -> 60%

Seems like taking cover is a liability much more than a protection. I think it's better if infantry get out of the way of artillery rather than slow down and stay in its way. It's frustrating watching your infantry die pointlessly.

Instead of this, a reasonable alternative might be to double-click orders for your infantry to force them back up.
sniper range inreased 5 -> 6

Nerfed sniper earlier from 7 -> 5.5. But since decimals dont mean jack in ORA, it's 5.
Since the sniper does cost 10x as much as infantry, and is a top tier unit, it should have some advantage with its sniper rifle in range to be useful on the battlefield. 5 just isn't enough.
nerf GDI turrets

It's really difficult to kill guard towers once they're up. The only reliable ways are to try to take out their power with airstrikes/orcas/etc. or use artillery from a distance. They are supposed to be tough but they are a bit too much.
Guard tower HP should be nerfed because they are wickedly hard to kill. Adv. tower's power should increase because they are annoying when sprawled everywhere and really hard to take out once established.
nerf guard tower vs. heavy armor; misc. slight

if people want to take out tanks, they should build a turret. Right now the guard tower hits as strong as a tank shell, roughly.
Reducing advanced tower's damage vs. infantry. Its focus should be more on vehicles. It still is ok vs. infantry with spread of 6, but not supposed to be infantry killer, per se.
Increasing inaccuracy slightly. (3 -> 5)
-reducing turretgun vs. infantry slightly
making SAM site open a bit faster
reduced FIX cost from 600 to 500
updated map, no_escapism
Merge pull request #3088 from psydev/bleed

C&C balancing
add an extra tab to make docs output

to fix the indentions with non-GitHub-flavored Markdown