It's sort of problematic that the winning strategy for 3.1 insane requires the AI being quirky and avoiding the leaves directly south of them. If this gets patched, there's a pretty serious risk of even hard being unbeatable without serious luck on creature spawns, and medium is prone to being absurdly challenging compared what you can expect in other levels.
Something that seems to be one of the bigger issues with fighting the enemy colony is when setting back their harvesting teams results in them sending out their majors in a group with their media. This group will harvest leaves after it's taken back a harvesting site, which means they'll actually collect food at about the same pace if not faster than if you just left them alone (which is why Balanite's strategy avoids all combat until a site is already clear). This seems like an odd thing to punish the player for, and it's a very common mistake for people to make in easy and medium, so I think it's necessary that a change is made to disable this combat unit's ability to harvest anything. The harvesting group might be sent back out w/ the minors while this defensive group is still active, and there could be a delay after that group leaves before the media are returned to the harvesters so that they are unlikely to collect anything.
Essentially, harassing the enemy colony should be more rewarded, as it takes resources from the player to go out and do so, and it's currently better to ignore the other colony as much as possible. This is also somewhat necessary to balance the different difficulties, as much of what makes the level comfortable or even beatable at all is glitches or quirks w/ the AI.
Something that seems to be one of the bigger issues with fighting the enemy colony is when setting back their harvesting teams results in them sending out their majors in a group with their media. This group will harvest leaves after it's taken back a harvesting site, which means they'll actually collect food at about the same pace if not faster than if you just left them alone (which is why Balanite's strategy avoids all combat until a site is already clear). This seems like an odd thing to punish the player for, and it's a very common mistake for people to make in easy and medium, so I think it's necessary that a change is made to disable this combat unit's ability to harvest anything. The harvesting group might be sent back out w/ the minors while this defensive group is still active, and there could be a delay after that group leaves before the media are returned to the harvesters so that they are unlikely to collect anything.
Essentially, harassing the enemy colony should be more rewarded, as it takes resources from the player to go out and do so, and it's currently better to ignore the other colony as much as possible. This is also somewhat necessary to balance the different difficulties, as much of what makes the level comfortable or even beatable at all is glitches or quirks w/ the AI.
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