Since this campaign is still in Beta, may I make two suggestions.
Well, i missed that message due to the hacked account i had.
So far i actually still did not really began any bigger enhancement of this. But after my Awakenings upgrade and translation is done, which is already in Release Candidate state. This project will one of my next Freespace projects finally.
First of all, i actually thought about to replacing the Andro-Terran fleet with different ships. Even it is unlikely, that the GTVA still uses FS2 tech only in 238X it is not a big issue that have to be change. However i actually totally dislikes that the AT are still using FS2 ships after thousands of years. I think they should use ships, that look different, but still terran, though. In 2018 i am actually very confident, that i find something suitable in other Mods for this... (or i simply reuse my models from my DMCA take downed Colony Wars: Remastered project to give them a good use finally after all these years. Andro-Terran Grappling Hook Power!

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These are fairly plot important missions so most of my message will in in spoiler text.
1- There is a mission in I believe chapter two where you destroy a Lucifer in Andro space for the first time. It has the Marco Polo and an Andro destroyer present. Basically there's no gamebreaking errors, however it just feels very tedious because it's just those ships firing on the Lucifer (while you destroy a bunch of fighters) for around 15 minutes. If the structure of the mission is going to be simple, could the time of it be reduced?
2-
One of the final parts of chapter 3 involved you and the MP chasing down five Lucifers. That stretch of four missions is virtually identical and playing basically the same mission four times in a row is kind of boring. Could that be lessened any?
How about this: reduce it to three missions by having the Lucifers decide they need to get to Earth much quicker? After you destroy the second Lucifer, the three remaining Lucifers decide to make a longer jump to Earth but this crash jump destroys one of the remaining three in the process. That would remove one of the missions that's a mirror image of the others and you could still get that 'last' mission with the two Lucifers at one time near Earth.
Again, this isn't a gamebreaking error, but it could make the campaign more concise.
I have to say, i still did not replayed this campaign so far and only played the missions that were addressed for bugs. But i still remember about all the Lucifer things you are talking about. Well, at least i have already thought about "how to destroy a Lucifer in five different ways" thing to change the course of the missions.
But actually i came to the question, if you need five Lucifers at all in Chapter 3... i came to belief, that two or three could also be sufficent for this plot already. The previously two Lucifer destroying missions could be used for slightly changed filler missions instead which should loose up things, especially that you only have three missions then, where you have to destroy a Lucifer. And it should not be a problem to create missions, where you manage the destruction of the Lucifer in different ways.
I think it will take some time before i will reach these missions. Until then i will have new ideas for that, for sure.
It would be indeed awesome if the modders who have taken ownership on this mod today will continue finalizing the Beta - It looks really great, just few typos I sometimes note
. Again, really much appreciate the effort put into this.
Yes, the translation could be better in some missions, but i am not an english native speaker as well. So i will be able to correct only the most obvious spelling and grammar errors, because i have check all texts anyway for the inclusion of the original german text aswell. And that one also has some strange grammar in most of the campaigns (which will actually combined into one campaign file for the full rerelease)... but well, it is just like that how someone would write if s/he is still a Teenager
