Primus's was first. Then yours. Now that I've gotten them both done they move down and MG is number one
Anyway to get back on topic. I tried the mission but you seem to have made a few changes since the last one that I'm not too keen on.
1) Have you moved the Julius? Cause there seems to be no danger to it. I took my wingmen and flew away from the julius and left it to fight the shivans on its own and it still got to the node. I think you need to move it further away as it was ready to leave about a minute after the cain arrived (which I never saw do much damage to the Julius.
Admittedly this might not be too much of a problem because the player does have to protect it through the following red-alert mission.
2) The two lambda transports appear to get stuck close to each other and never jump out. This is because they will only leap out when the waypoints are done for the wing. Unfortunately Lambda 2 can't get to it's way point without going through lambda 1. Change the event so that each ship has it's own departure option (I personally never reccomend putting transports into wings. There's a whole load of other weird things that can happen if you try)
3) The get Julius to the node directive has been chained to destroy cancer. That's a very odd thing to do. It should appear at the start of the mission. Otherwise if you take a long time to kill cancer wing you face the possibility of the directive only appearing after the Julius has left.
4) You appear to have gotten the invalidate objective thing incorrect. The Destroy Malice objective appears on the briefing screen and then becomes invalid before the end of the mission. It should of course be the other way round. You invalidate a goal from the mission objectives editor NOT the event editor if you want to not appear on the list of mission objectives in the briefing.
5) I noticed that you can't jump out until the mission is done. Good job there. However the implementation needs some work because there is nothing actually chaining the player to the node. He can jump out anywhere. Check my FAQ to see how to implement a series of event that mean the player can only jump out at the node rather than anywhere he feels like.
6) Add a delay to the key pressed SEXP in the Red Alert To Next Mission event. Adding a delay of 4 means that the player will hear his engines warm up and maybe even see the start of the jump out before the red alert kicks in.
7) The Malice will only fire its beams if Alpha4 is still alive. Why did you set things up this way? It's also the reason why the Destoy Malice objective never becomes valid again. Hmmmm. This is probably why the Julius never seemed to be in danger.
8) The above problem is due to the fact that you're over using chains somewhat. The Alpha 1 can't jump event's trigger is true so why is it chained to the Shivans event which is also true. The chain is completely unnecessary. Both events will occur at the start of the mission regardless of the chain so you might as well ditch it.
Okay. That's enough to be going on with. If I spot anything else I'll let you know
