I only tested it to make sure it worked and that it wasn't as evil as racine v3. If you want I can make it easier though.
It doesn't look like your AI got rolled too hard, it actually had near the same supply (within 10-15) in most engagements. I would suggest getting even fewer vultures once it recognizes carriers, and get more goliaths, that seems to be the main problem. I wouldn't bother getting missile turrets in the main. Expanding slower would probably help you defend better.
It looks like bad CC placement on the 3rd base in one of the reps.
Updated to ZBwaiP 0.6:
3-1 vs Mech v1.2 - pretty much crushed my Mech, although for a really close base race I would check out Python- it comes down to the last building for both players!
4-0 vs Myk T 1.5
Suggestions for Myk T: expanding less often, and still getting a few vultures even when it detects carriers.
changes:
faster air upgrades
threw out early 3rd gateway to rush to tech faster
makes use of try_townpoint. I can also confirm it is super1's definition, not the one in the AIScript Commands post, that is correct.
earlier 3rd