Making bridges indestructible.
Rationale:
-many maps don't work when bridges are destructible (most or all of the crossings are bridges)
-bridges will be repairable in the future. At this point, an engi can come and re-open it, but in the meantime, they shouldn't be destroyed.
-if someone wants to make a map with destructible bridges, they still can, by editing the .yaml themselves. This should be the default, though.
(FWIW, bridges were not destructible in C&C 1.)
Mobile SAM launcher name shortened.
Stealth tank time increased 80 -> 90 until https://github.com/OpenRA/OpenRA/issues/2898 is addressed.
Shortened a few other names.
Fixed some descriptions.
- don't search for NATs forever, 5 seconds seem to be enough
- disable the UPnP checkbox if discovery failed
- no computer industry acronyms in user GUI
- don't remove port-forwarding twice, just once on shutdown
- user-configurable settings for debugging
Animations were faster than they should be. Reduced to 80 tick. They look appropriate now and close to the original.
I made TMPL and FIX 60 because it looked more natural. TMPL is slow to begin with, but it looks ok at 80, too.
This also fixes issues relating to RunAfterTick
calls being run out of order - the downside being
that the list remains empty until the iteration
is complete. This will be fixed in a following patch.
-Odds of getting MCV in a crate w/o a conyard is 80%, so that people aren't tempted to sell their conyard at beginning.
-Changed Hard AI's limits of procs, barracks & factories, since AI has to work within the conyard's build radius and crowding is no good, because it prevents them from building all tech buildings.
Orca missiles fire a bit slower, so that the unit cannot unload all its rockets in 2 seconds. Will give defenses a bit more time to respond before they die or before the orcas run away.
Increased speed of TowerMissile. At present it is very slow and not terribly effective vs. air units because they can quickly leave range before getting hit. Speed stats are same for E3 and RocketBike.
Burstdelay increased. This is to avoid wasted missiles on the same target that might get destroyed.
Rangelimit reduced from 40 to 30 to compensate for increased missile speed.