The resource scoreboard is visible from the start of the mission.
That's because of joint unit control with the dwarves. As far as I recall, something was not working when I tried to enable it mid-mission via triggers.
Dropships should not cost food if they have no attack
Well, dropship in Starcraft also costs food. It is an element of the offensive even if it doesn't attack directly. I felt it would be more balanced this way. But you can still hire goblin zeppelins that cost no food, if only you find the lab.
Actually, I even had a revolutionary idea to make a tower cost 1 food as it has attack, can be amassed and even used on the offensive (and sometimes needs to, as every Arkain player knows), but the top normie player in our two-member team was radically against it.
(also, giving up a sixth of available food for a sidequest?).
Yes, the main purpose of rising food cap is to provide space for the gunships as player most likely has a full army in a moment he can build them.
I didn't look but it might have been that he got dropped off as the dropship changed owner.
There is a hack to prevent us from losing units if we deliver Aldgrim a dropship with cargo. If so, the dropship just casually turns back and unloads units nearby.
I love the gunships, but their anti-air is frankly disappointing. Maybe make it like phoneix fire (which would go well with Napalm)?
Then they would be OP with no real counter. They are flying artillery, devastating against ground targets and structures, but vulnerable to enemy flyers.
Enemies seem to have trouble pathfinding, several times I've seen grey attack waves just sitting on a coastline or a single grey gargoyle attacking the base because the rest of the wave was stuck.
- Other times single green gargoyles went to attack the NW base ignoring the gunships going the other way (not that I'm complaining), sometimes barges drop a single ghoul.
Yeah, AI is very buggy and sluggish when it comes to crossing unwalkable areas via dropships. AI simply sents an attack wave on foot and when it can find no path, it sends a dropship to pick them up... but sometimes it doesn't. Or the dropship drops them in some random spot. I have no real solution for that, apart from sending these attacks entirely via triggers.
- On one run I didn't destroy the initial red base, after rescuing the gunships I was attacked by what seemed to be every single enemy in sequence (as in, I finish one wave off and get told I'm under attack by the next one), and after that zero attacks whatsoever on the dwarf base (like they completely forgot I was there) until I started attacking the green base.
AI usually attacks both bases, randomly or taking the closer one, but there's no strict mechanism to guarantee that in standard AI, so sometimes they might focus on one of them.
Sniper Tower has 700 range, not exactly "long range" if it's the same as a guard tower.
I didn't want it to outrange artillery

. It's "snipery" is a chance for extra damage and stun, like Enclave's Marksman.
Would have been nice to see move Forsaken/Scourge battles, I only saw a single one that wasn't scripted.
Well, same as above - standard AI usually prioritizes the player, nothing to do about it. That's why I added those scripted flyer attacks.
First use of napalm drop: ah, the classics. Shame it lasts longer than the actual bombing, but still fun.
Heh, originallly it was a secret that required 5 gunships to drop napalm at the same time. Then I thought it's too cool to be so easily missed, so I reduced it to 3, than to one, but still people e.g. on YT playthroughs keep missing it.
... Forsaken production time seems along the lines of 5 seconds for a vulture rider, is that about right?
Shiet, it had 1-second-long build time. Fixed, thanks for noticing.