by Idontknowman » 28 Aug 2018, 20:28
With the recent FAF change to the overcharge cannon a single power storage unit isn't enough anymore to deal with T3 units. Maybe add another power storage unit. It'd also be beneficial to move the power storage units so that they don't connect from the left but from the top to the T2 power generator, as to the left they block the build space that's perfect for a T2 shield generator that can protect the civ structures from the initial bomber attacks.
Other scripts for the map may still launch even if the player was already defeated (map expansion, new objectives assigned) - dying to the T3 bots due to the overcharge change on the 1st attack wave but "defeating" the attack waves due to nuke explosion.
Upon truck spawns the trucks still drive right into incoming enemy attack waves before there exists a signal to control them, which is as if they're trying to suicide. It'd help if they'd wait behind the defenses or drive to the city center instead of right to there where enemy land and air units are attacking.
The AI stops all it's land attacks once the truck escort quest starts. The nothern base also switches to passive while there's no reason for that. Instead of turning off all land unit attack routines the AI could switch to a different strategy and make use of the cliffs: bring some T2 (easy / normal) / T3 (normal, hard) siege units there, along with some AA / AG units defending them, to attack the player structures below. Would need a simple move to order though as otherwise there'd be pathfinding issues with units trying to move down from the cliffs.
Upon the player's death the Cybran Commander still does his taunt even if dead already.