1.Cast Psionic Storm
2.Cast Dark Swarm
3.Place Spidermine (would be good if they didn't lay mines anywhere when idle ... only to choke or if enemy has arbiters or dark templars/reavers + maybe high templars etc...)
5.Tank Mode (otherwise no, but if we cant properly control it tank moding, then it might be bad. However, if we can make switch from siege mode to tank mode almost any way we want, then ignore this)
7.Land (these two are ONLY if we can also build a, say, command center anywhere, and then succesfully still running the expansion script. Otherwise they don't have much use... though if we can control them perfectly we can maybe even fix all the crappy building placement terran does?!
8. Cast Maelstorm (would be higher, but the comp can manage somehow without this too. However, if we can completely control this it would look so sexy and give some sweet bonuses. like... "maelstorm biggest chunk, and psionic storm them right after" )
9. Cast Stasis Field (we could use some control in that statis field. At the moment it isn't bad but there are a few cases where it could be useful)
10. Cast Plague (we should be able to control this somehow. I believe it'd be enough.
11. Cast Ensnare (almost useless)
Well, seeing as how blizzard provided a nice existing order to cast recall, my first idea would be to change that to be a cast spell command instead, making it take a parameter telling it what spell to cast.
im not quite sure what you mean with that but the recall would really have many uses... Such as recall to enemy base, really useful in late game. Also, to recall on top of the biggest army, say a huge pile of siege tanks.
Also, I know that at least one of the unknown effect commands(I think it's do_morph...but I'm not sure) in the aiscript deals with siege mode, because it's limited to the tank id's. Some testing on this might give some help.
yes thanks for the tip.