The Protoss has fleed to Shakuras. However, they have yet to realize the Zerg are there too. Eliminate these Protoss.
Next Mission:
http://www.staredit.net/sc1db/file/5377/Eliminate the Protoss as they establish a base before they grow to strong!
Dark Templar reinforcements arrived to defend their base too
Changelog 1/9/2022:
- Changed color of Red and Brown AI to Blue. There are still 3 hostile AI in total but all are the same color
- Changed AI scripts from Insane to Custom. Disabled Carriers and Arbiters. Look at notes below on how this changes things
- Scripted attack changed. Now immediately sends approx. 8 Zealots after DTs appear and "save" AI base. A secondary attack occurs forcing all remaining "non-active" AI units to attack (roughly 10 zealots and 6 Dragoons and 4 DTs) and occurs later
- Player starts with 6 drones instead of 5. Add a couple of ally AI sunken colonies near outer bridge (bridge to Protoss base) to help deal with beginning attack.
- One of the active AIs will occasionally have some of its units converted to the non-active AI to forcibly attack your base.
- Since resources now matter, custom AI starts with 500 Minerals. They will also receive 4/12 minerals and 0/4 gas every second for owning 1/2 Nexuses
- Greater Spire is disabled (couldn't make guardians/devourers anyways)
- Ultralisk are disabled (couldn't make Ultralisk Cavern anyways)
Note: AI Change from custom means a few things
- AI will not tech up to Carrier and Arbiter (due to being disabled)
- AI relies on minerals and gas. This means you can "exhaust" their resources.
- AI may have act different. Since it is based off the Melee AI, it may have different build paths (aka, Standard with zealot opening, quick expand with forge + cannons, or DT rush)
- I've found in testing that one of the AIs can sometimes get "stuck" teching up. This is fine as they will still build units to defend.
- Since late game Carrier and Arbiters disabled may "break" some of the Scripting patterns, units will occasionally be forcibly made to attack.
Difficulty: Slightly harder early game, easier late game. (I found that dealing with insane AIs is very hard once they get most of their tech up. Due to limited resources from custom AI, it makes it so can't just endlessly pump out units making it hard to deal with.