Reduce Stealth damage vs. infantry 35% -> 25%

Playtesting has shown that the Stealth Tank is a little bit too good against infantry, which are supposed to be its (soft) natural counter. They are the only units which can detect the stealth tanks, so it's important that they not die too easily. Right now it seems that stealth tanks are able to sit and fight infantry very easily, especially since they outrange them. This change will discourage stealth tanks from engaging infantry without care.
Reduce RangeLimit of Stealth Tank Missiles

Note: the "Range" value of the Stealth Tank remains the same.

It has been noticed that the missiles of the stealth tank seem to go on for forever (~11.5 cells), making them inescapable; their range is 7, so this is a large difference. Their range limit is being reduced so they will travel only 8.3 cells now.
Nerf Mobile SAM damage a bit

The Mobile SAM has been shown to be exceptionally powerful in small groups, being able to annihilate large groups of helis. While the cost could be increased, it seems like a few changes for now would be good and mitigate some of the OPness.

Changes:
-Replace quick-firing 2-burst and replace it with 1 shot per second.
-Reduce damage to 32. This will make it kill Apaches in 4 shots instead of 3.
-Reduce missile speed from 426 to 341. (This will also effectively reduce range limit from 12.5 cells to 10).
Reduce BikeRockets' speed a bit

Bike spam is quite effective, and seems almost too good at silencing opposition. After playtesting, it was found that reducing the speed of rockets gives whoever they are engaging a chance to fire back before dying.
(RangeLimit increased to compensate for speed change, to keep it above 6).
Added "Pasty Mesa" map and some tile fixes
Reduce Flame Tank speed

It is a bit too fast, especially given that its armor was upgraded. Still faster than medium tank.
Reduce Flame Tank HP

In playtesting, the Flame Tank has shown to be too powerful, especially when combined en masse with recon bikes. This is because its cost was reduced to $600 from $800. Reducing a few traits in further playtesting has made it more balanced.
Reduce Flame Tank damage from 90 -> 75

As mentioned earlier, the reduction of the flame tank cost from $800 to $600 made it a bit too powerful. Playtesting with damage reduced to this level seemed to be reasonable.

The reason for reducing the cost to $600 was that few people were playing with the flame tank, since it costed a lot more than other units like the light tank. It seemed to be too much of a specialist and the added construction time (and cost) didn't appear to be worth it to players. It also seemed that people were not interested in risking the unit in battlefield offensives due to its cost. Part of the changes to the unit (increased damage vs. light, heavier armor, lower cost) were to make it more accessible for use against light vehicles (such as artillery), which it can destroy quickly, but which often result in its own death. A lower cost made the unit more usable in most mixed forces.
Compress/re-compress several custom shps of TD mod with XCC Mixer to reduce size.
Compress/re-compress custom RA mod shps with XCC Mixer to reduce size.
Compress/re-compress custom shps of D2k mod with XCC Mixer to reduce size.
Improved AI
add spaces for proper linebreaks in trait documentation tables
differentiate new/old Lua APIs
fix trait info documentation not being displayed
configurable and self-documenting BuildPaletteWidgetName
configurable and self-documenting color
configurable and self-documenting idle sequence name
don't just repeat the name of the trait, but explain
configurable and self-documenting font name