# terran3
- Adrenal Glands and lvl3 upgrades are enabled, but they should be disabled because Hive morph isn't enabled.
Seems every map has issues with expansion tech, upgrades, and units being available.
Almost all of these missions were done rather fast and I wasn't entirely aware of which upgrades were expansion or original however it seems to be a larger issue than I realized.
1) I ran into issues with the editor during a Blizzard update so I had to transfer some work over. This may have caused issues with saves (Terran Scenario 6 is definitely one that was reverted and is the worst offender because the older one had disabled Terran units which breaks the AI. Thanks to C[a]HeK from being this to my attention).
2) I actually learned map editing (from when I was a kid) by myself without really any help from others. As a result, I actually used only the StarEdit campaign editor (yes, the crappy one) for learning my maps. When I got back to Starcraft 1 (about a year ago), I finally decided to download SCMDraft 2 (because its better and StarEdit no longer exists). Saving files is something I have a bad habit in SCMDraft 2 because when you are swapping between different maps, I found it store copies of it. I unintentionally overwrote some of my newer files with older ones because of my inexperience in this category. I apologize if this effects certain things (disabling expansion units was one the last things I did before testing).
3) I originally thought I disabled most of the expansion units but I guess I forgot on some of them (or the versions got reverted during my transfer of the maps as mentioned above).
4) Originally, I thought it wouldn't be an issue to leave upgrades to units obviously not available (especially since I don't really remember the name of the abilities). However, it seems to be a larger issue than I originally thought so in the next update, I'll do my best to try to fix the upgrades and actually look into which ones belong and which don't.
5) As for allies, I hesitate to make them stronger. This is because allies are TERRIBLE at attacking, but significantly better at defending. (This is because they only make stuff when they lose things. When under attack, they start producing from all structures but if they aren't they don't do anything and rarely attack. This makes 3 problems with this reverse series:
I) Their attack waves are super small so they seem useless.
II) On any difficulty higher than easy, they become hard to kill if there isn't a large force attacking them. This means I need an easy to kill allies and strong enemy AIs that can actually threaten them. (I also found Terran to be by far the weakest of the three in terms of AI strength. In my opinion, 2 Insane Terran AIs are weaker than 1 Insane Protoss AI. However, the spike between Hard and Insane difficult is also massive so it becomes hard to balance)
III) In the Campaign, the enemy always has a large force while the player is given a small one. Because it is reversed, I have to remove stuff for the player and add stuff for the AI. In large areas, an ally AI is a good way to "give" stuff to limit some of the super strong starting power that you otherwise would have. (In a lot of these reverse missions, your base is often more "spacious" versus the enemy AI and that can create pathing and placement issues)
Thanks for trying out the series though. Sorry if some of the missions are difficult. The scaling is a bit all over the place (and the difficulty isn't consistent) and I found that sometimes a mission is fairly easy but then the next playthrough of it becomes really hard (sometimes this is because of AI placement of structures and delaying of things or stopping an essential attack wave).
None.