1. Not real shocking considering people are too busy playing BA. The only way that can be changed is more people like you playing and hosting games. If you truly like the game then that's awesome! Unfortunately I can't always be around to host games (someone making an autohost would kick ass *clears throat loudly and looks around*).
2. Also not real shocking, As I said, RAI "Kind of" works. I've had much of the same problem. It's more of an issue with the AI and spring itself than anything else. I also know why it's crashing, and that is because spring itself doesn't actually support the minibases, which means they actually do use a commander to trigger their spawn, but the "Commander unit" is removed long before you would ever have a chance of seeing it. The AI's sometimes have a little tough time dealing with it. What has worked well for me is to not do anything until the AI's have finished initializing. Also, more than 3 ai's in the game seem to cause it to go a lil funky.
2b. Using default starts prolly isn't the best idea. Mappers have a habit of setting default starts obscenely close to mex spots, and it's a lil annoying to have your factory spawn on a mex spot.
3. Interesting, considering that you can have a maximum of 3 emp silo's and each silo has a 2 minute recharge time before being able to fire another shot. Additionally, considering the time it takes from firing to reach the target, it's interesting that he was able to predict your movements so well, or was he emping your defense lines?
If that's the case, the moral of the story is to not rely so much on defenses. Additionally, the stun time is only 10 seconds, no matter if 3 missiles hit the same place 3 times in a row, the stun time is only 10 seconds (in other words hitting the same spot with multiples simultaneously is jsut wasting them).
If you really wanted to counter them there are several options. The first obvious counter is make your own and stun his silos or, bombing run (protip, use the extremely cheap airscouts to confuse enemy AA), transporting your units into the enemy base (they have 800 hp for a reason), or a combination of any of the above (there are a lot more ways, but these are just some examples).
4. Not the case at all. You should probably play both sides before saying something like that. Did you happen to notice that the terra heavytank has 2800 hp and the explorer heavytank has 4000 hp (upgraded has 8000)? Or the fact that explorers have radar jammers and terra doesnt? Perhaps the fact that explorers can upgrade their units in to extremely heavy versions of themselves?
Terra has no true ballistic arty except the negotiator (and considering it takes nearly 5 minutes to build it's generally not something you see super soon in the game however I did spec a very interesting game last night where it was the first unit out... was rather bizzare actually). Something a lot of people I have seen recently do is play terra and try to stand toe to toe with explorer heavy stuff. There is a reason I said not to do that in the play guide and that reason is because your army will get pwned. There is one way to stand toe to toe with explorers and that is the omega spiders, but just because that SOMETIMES works doesn't make it a real great idea.
Also take not that some of the heavier terra stuff cannot shoot behind itself. Most noteably, the heavytank, the omega spider, and the negotiator. These are important aspects to keep in mind.
BA has fostered some very bad habits in rts players in spring, 1 of which is lack of scouting and, making radar. I don't understand how people can get by in BA even without radar, I mean it makes you totally blind? Additionally radars give 1000 los, which is pretty significant. If you are playing as terra, scouting often is very key, reason being, radar jammers. Explorers have them you don't. Knowing what your enemy is doing is invaluable. Additionally, the airscout is very capable of outmaneuvering missile towers, flak and lightning... not so much, but they are ridiculously cheap.
People tend to read the story and the side differences and want to play terra, but there is a catch. You have to
really think when playing terra, cause mid to late game, explorers have you outgunned, outmuscled and probably outdefended, which is when you have to start thinking outside the box. Terra isn't something that really should be played first. For a newbie, they are significantly harder to win with than with explorers, however, once you are familiar with the game and with terra itself, you'll realize that they have some incredibly powerful tactics if used correctly.
Another one of the HUGE mistakes I see people playing terra making, is lack of micro. It seriously makes me cringe when I see someone take a pack of plasma/rocket mechs and jsut send them at the enemy and not actually maneuver them. They are that expensive for a reason. Each volley (from either of them) does 1000 damage, with a very nice range and high maneuverability, and to just see them get wiped out because the player decides not to pay attention warrants ./headdesk.
Long story short, the mobile units on each side are completely different, which is where familiarity comes in. I cannot teach familiarity with a game, that is something that gets learned over time. Evolution is one of the very few RTS games I have ever seen where you rarely see the same thing twice. I have seen some of the weirdest batshit strategies win the game. Sadly, a lot of the time with new players, I see them playing BA, thinking that 8 metal income is enough and they don't need to expand at all. The game is actually VERY complex, you have a massive wealth of tactics available to you. It is up to you to use the tools provided to you.
5. That has absolutely nothing to do with the game and everything to do with either your particular setup or quirks in spring. Are you giving them patrol orders? If so units in spring (particularly aircraft) nearly always go back to their original position before going to the point to where the partol order was issued. It makes no sense to me, but that's the way patrol orders in spring work.
6. The ammoboxes represent a very important and strategic game mechanic. Before I revamped them they were barely visible, also the bigger they are the more you can collect with a con at a single time. Evolution is in no way meant to be realistic. I can understand the immersion factor, but it is impossible to please everyone, and there is always going to be someone saying "Do this or I will never touch it again", it's just kinda the way things are. Now sometimes there are legitimate points behind it, but at the same time, for every 5 people that complain about something there are 5 others that like that particular something. As a matter of fact, while the boxes are quite large, I have gotten an overwhelmingly positive response about them, as such I'm not planning on changing them till some sort of a "Majority Opinion" develops. There are actually a lot of hidden advantages to them being larger, but I don't expect anyone to fully understand that as me and lurker are probably the only ones who know exactly how things work internally.
Last point: That's annoying. Did either of you happen to keep the infolog so that one of the springdevs could run it through a stacktrace and figure out what happened (a replay should, in theory, cause a proper infolog to be generated)?
Last piece of advice: Line up your units. Evolution is as much about micro as it is macro, and if you mob your unit groups you will most likely lose, hands down. Learn which units need to be microed, and learn how to control your groups so that they are the most effective.
Do you hapeen to have the replays from the games you had? I would very much like to see them. Thanks!