Fixes:
* Nuclear-purple color exploit.
* #3247.
* Removes a bunch of unnecessary color conversions every frame.
Caveats:
* The ramp range is now defined on the palette, so ramps can no longer be set per-player (may impact maps which define custom colors).
* It's no longer possible to perfectly recreate the original WW color ramps (I doubt we care).
* The old ColorRamp setting isn't migrated, so players will lose their color settings.
Someone complained that there was not good warning for the nuke. All you heard was the launch sound, which wasn't that noticeable and a bit like other sounds.
Now it says, "nuclear missile approaching".
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.
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.
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.
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.
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.
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.
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.
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
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.
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.