Units come help if they themselves not engaged in combat, unless the attacked ally is a hero.
I have some ideas, with lots of "if"s, for checking integrity of the wall-off, but they need testing. If they work, then AI would be able to make sence of "Inside" and "Outside" of the camp. Then if workers are out and in range of 400-500 of psycho - target them.
*Easier version of this is to make them non-worker class unit, but then players will have no "Idle workers" icons, thus having problems managing the base.
* Potentially bulls should attack unfinished walls, because they claim to be intelligent

, but I need to finish the game with no bonus start resourses before making any judgment.
* Insane lags on Kioshi and Falandre boss stage. (decrease the damage instances from 1 per 1 millisecond to something reasonable like 10 a second, I assume. Doubt that visuals cause that, but who knows)
* Lags on the final boss
* after killing the final womb you should continuously apply the effect to the worker, because selling the main base reverts worker to normal with no effects on.
* One can infinitely cast reveal by destroying the hall after casting it and then rebuilding it again.
* Opened gate do not count as gate at all (nothing serious, but still can't upgrade to tier 2 hall)
* If unit stands on the gate when it closes gate itself moves, and it is a pain to move it back where it was.
With propper placement of units or buildings I can move the gate 800 units away))
* Feather ankle is debuff artifact that takes away 50ms, since each equiped artifact slows unit by 100ms or so. (Change buff to +150 to be valid)
Also speed debuff in conjunction with target acquirelessness makes almost all melee units useless, IMO. -55 a piece seems reasonable enough.
* Mecha critters would be useless if mobs will be sent via attack order, but you can make them invis birds to fix it.
* Buggy and tank's acquisition range should be the same as their attack range, because this makes them completely inferior to the infantry with instant projectile speed.
As for melee units try setting it to 150 and we will see how it goes. (you may have implemented it in such way because the were running away. DotA, ora warcraft engine in general, has an interesting mechanic for neutral camps: units guard their place within 600 to 800 units and If agroed, they chase for 6 seconds, then return. If attaked in their guard zone - they will reinitiate on attacker. implementing this with tweaked lower values has a potential)
* In normal mode mobs scale with time, while in Hard they don't, but nasty-ish events occure more frequent. Is it intended to be like this?
* Insane is far easier then every other mod. You finish in no time.
* Units picked in at the Tunnel entrance pop out at the exit doorway even if the last one isn't fully built. The other way around also works.
** -
Tooltips and gameplay
** Assistant powerbuild tooltip should be "Under" instead of "Over" 80%
** Golems, towers and machines can't acquire items THEMSELVES. Specify in the tooltip that workers should install them, because it is counterintuitive. Usually unit's can't acquire items they can't use.
P.S. I've beaten it solo with no initial resources on very easy and it seems that marines are vital for defense, but for what they are doing you should increase their food to 2.
* Before writing that message check is "Greedisgood" adds or takes away resources
P.S. I've beeten the Hard difficulty solo with no starting resources. That Chen with reverted madness buff thou
I'd like to see mobs scale just a little. Rapid bobmders with Normal diff scaling would be totally BRUTAL.
And so the day has came to past...
16.05
* Power plant's tooltip states that in can repair multiple mechanical UNITS, but in reality it AoE regenerates HP to buildings, while repairs only ONE.
* Lit scout beacon consumes 10 gold and lumber per 3 secons instead of listed 1.
* Military artifacts replenish time needs reworking.
>-(rt- replenish time)
>- + - Faster
>- - - Slower
Corrupt orb - fine.
Lifesteal - extremely situational, but useful. -25% rt
Crits - Joke item for the cost. (+4%dps for 450g!?)
Stun - good-ish item for late game marines. Almost no other unit can benefit from it (6-12 units with this can be effective against boss, but no guarantees)
+5 def costs like a unit, but gives almost nothing. Faster replenish and lower cost if it was intended for melee units)
+15 dmg is fine, but needs faster repl. x3 or x4
+15 AS is fine, but needs faster repl. x3 or x4
Bottle? somewhat ineffective, because units can't swap items.
Boots? IDK. Never felt the need for them.
Machinery items need to be tested. only three things I found of use:
blink on the taunt golem
+15 dmg on buggies
+1k hp for buggies.
Troll's cloack. installed into buggies and towers could surround bosses for further beatdown))
mid-lategame 25 dmg/sec immolation?
Suicide? - Time and money down the drain. +units scaling is far superior.
3 sec invul with 120 sec cd? What for? spell dodging?

3 hp regen...

powerplant + 1k hp + some micro is far superior. 6-7 with 650 cost sounds more attractive.
** Add (Y) hotkey to Destroy. Unlikely to be clicked randomly.
** Sorcs appear without activated slow autocast
** Bank spell X should be 1000 instead of 100
17.06
** Map description in loading screen: "Survive the insaniest onslaught" would sound better.
*** -
Suggetions
*** Rework the Chen battle.
1. Give her -30% ms & as "Goddess descend" aura with 2600 radius for firs 25 seconds. Ascend of the goddess shouldn't be unnoticed.
2. Split her buff in two separate abilities: I. "Holy shock" +200% dmg, 25 armor II. "Second wind" +25% DMG, 500 ARMOR.
When she engages in combat - use firs one. She should wreck faces, but player must have a feeling that she is beatable. When her HP drops to 40% - she uses second one and spreads havoc in the military lines.
3. That evasion should also scale corresponding to HP lost.
100% HP - 60 eva
70 - 80
40 - 90
20 - 95
Righ now it feels like she has 99% evasion.