Zero-K v1.9.9.1 - Anti-Air Fix and Opening Tweaks

We've finally solved a minor bug that caused anti-air missiles to sometimes penetrate aircraft. While quite rare, it was causing Vandal to make unfortunate mistakes against Thunderbird. Besides the fix, there are a few buffs for Hover and Shieldbots, and nerfs for Rover and Amphbots. Badger is of particular concern as it needs adjusting after its unit AI improvement. We are also experimenting with extra initial resources, with the goal being to give players more freedom in the early game.
Balance
Increase starting resources slightly as an experiment.
- Initial resources 250-> 325 metal and energy.
- Cost 90 -> 85
- Health 640 -> 600
- Max shield 1600 -> 1800
- Recharge rate 16 -> 21
- Recharge rate 9 -> 10.5
- Shorter collision volume.
- Higher angle of fire.
- Slow damage 1500 -> 1200
- Health 1650 -> 1540
- Turret speed 200 -> 320 degrees/second
- Cost 125 -> 130
- Speed 60 -> 55.5
- Sight radius 64 -> 120
- Decloak radius 50 -> 80 (consistent with 2x2 footprint units).
- Flight time 1s -> 1.7s.
- Initial projectile speed 50 -> 70
- Final projectile speed 300 -> 130
- Projectile acceleration 200 -> 50
- Turn rate reduced by 28%
- Toned down projectile lighting
- Speed 143 -> 144
- Range 210 -> 212
- Cost 185 -> 180
- Speed 95 -> 96
- Range 230 -> 232
- Speed 39 -> 36
- Added 0.8 second post-construction deploy time.
Planes have some important fixes.
- Fixed all anti-air, Ogre and Picket projectiles sometimes passing right through aircraft.
- Reduced the size of plane hit volumes to better match their model now that the underlying issue with anti-air inconsistency resolved.
Modding
- Added modoptions to set innate income and initial resources.
- Added a modoption to randomly set initial resources.
- Added a modoption to set seeds for random maps.
- Added support for weapondefs_mod and explosiondefs_mod. Mods can define these files to act on the weapon/explosions tables as they are loaded.