@Everyone
Stupid me forgot to test the second attack route (to the shield generator) with Jedi and Tanks... It was just as difficult as the main route in the past (way back when I was first adding in the turrets), but with the many recent changes, it's become too easy when using a tank. I think I may have a solution to this, but it'll make yodasoda's strategy more difficult to accomplish with troopers, and basically impossible with tanks. Would everyone be okay with a shift like that?
@Epena
Hey Epena, thanks for the input! I'll respond to each point in turn as best I can:
1- "Most of the CPs are sunken into the ground."
--> Well, the "checkpoint" one was placed underground to give the effect of being a checkpoint, not a CP, but considering the way the hologram just "cuts off" into the ground, I'll raise it above again. Most of the others are sitting on buildings and seem alright on my computer. The one in the stone circle should probably be raised, and the generator CP should also be fixed too.
2- "Less tanks for objective 2"
--> I haven't changed anything. It's probably the AI is just stealing them more often or something.
3- "Damage region for tanks"
--> I've modified the generator damage region to damage vehicles now and extended it to the ground again so melee attacks are not a good idea. I've also added a few damage regions on top of the surrounding hills so players can't use the game's wacko "hover" physics to hide up there in a tank.
4- "Jedi entering vehicles"
--> I left it so Jedi couldn't enter vehicles as a sort of "balance" tool. Considering how much damage the Jedi units can cause when in the right hands, I figured it would be a little bit "cheap" to give them access to tanks as well... I'll have to think about this one.
5- "Temple Safezone"
--> I think I know the spot you're referring to (I use it myself

). I left it since it would be easy enough for an enemy unit to come running by and shoot at you (assuming they had anyone left on their team).
6- "Kneeling Death"
--> It'll stay for the heroes (since the concept is that they are retreating, not dead), but I guess I'll change it for the upper level Jedi. They ARE dead after all (the instance of their characterUnit object is actually deleted/killed from the computer's memory

)...
7- "CP count for Jedi"
--> I thought it was 5 CPs... Either way, it's supposed to be somewhat difficult. The Jedi are a reward for performing well after all. Is the lowering of the CP requirement something everyone would like? I'm just worried it'll be too easy to gain access to the Jedi.
8- "Dead water"
--> I'll play with a few of the settings and see what happens, but please remember, the waterey area is supposed to be an "arroyo", not a river.
Definition from dictionary.com:
a small steep-sided watercourse or gulch with a nearly flat floor: usually dry except after heavy rains.
9- "Mode icon and name"
--> *Arg*... This is the one that annoys me the most (annoying game developers and their silly design quirks)... I could use some of Zerted's shell functionality, but not everyone uses his shell. I *may* have a way of adding it using an addme script, but depending on the 'order' the game loads and processes data at startup, my idea might be shot out of the sky. I'll have to test to find out for sure...
10- "CIS goals"
--> Yup, but as yodasoda said, it's just the same goals but from a defender's point of view. The advantage to this is that you can switch sides (just like a normal conquest game) in the middle of the battle if you like. My script checks periodically during the match to see which sides have human players on them, so once the check occurs, the sides will have their bonuses added/removed accordingly.