Was doing situation-critical in new play test.
Was destroying power stations in the southern part of the island.
Said something about defenses are down and that Volkov was arriving.
Saw the transport get destroyed by by telsa coils.
What was that about?
Tried to reproduce the results, and have not been able to.
The previous day or two, (using a mod with added cruisers), several times saw in the objectives that Volkov had arrived.
At the transport site, the fog of war did not should the shore.
Don't see how added cruisers would do this?
Is this problems with my computer or Dot net?
Looked at "situation-critical.lua" the logic seems okay.
Did you destroy any tesla coils with the missile subs? (They might even target those automatically.) When too many tesla coils are destroyed the enemy has power again and the other teslas power up.
The replay shows that you first put the base into low power, which triggers the script to send in Volkov, but then restore their power by destroying the telsa coil. The southern tesla coil then indeed does destroy the transport without failing any objectives. So this does appear to be a scripting bug. I filed #19230 to track this.