It's nice mod 
but, I find a little bug about Water Launcher's Intense upgrade. 
If using Water Launcher to vek spawning space(I meaning Intense place). then vek spawning tile become to water tile. 
In code(weapons.lua  : 497 line)
if not Board:IsPawnSpace(p2) then
		local damagepush = SpaceDamage(p2 + DIR_VECTORS[(dir+1)%4], 0, (dir+1)%4)
		if self.Intense == true then
			damagepush.iDamage = 2
			if Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) then
				damagepush.iDamage = DAMAGE_ZERO
			end
			if not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) and not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) then  -- 497 line
  
				damagepush.iTerrain = TERRAIN_WATER
			end
			damagepush.sAnimation = "Splash"
			ret:AddBounce(p2 + DIR_VECTORS[(dir+1)%4], 3)
		end 
if not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) and not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) then  -- 497 line
=> if not Board:IsBuilding(p2 + DIR_VECTORS[(dir+1)%4]) and not Board:IsSpawning(p2 + DIR_VECTORS[(dir+1)%4]) then -- 497 line.
if not Board:IsBuilding(p2 + DIR_VECTORS[(dir-1)%4]) and not Board:IsBuilding(p2 + DIR_VECTORS[(dir-1)%4]) then -- 511 line
=>if not Board:IsBuilding(p2 + DIR_VECTORS[(dir-1)%4]) and not Board:IsSpawning(p2 + DIR_VECTORS[(dir-1)%4]) then  -511 line
maybe change like that, then will fixed. 
also need change 511 line, too.