This time, it worked like a charm! The early destruction of supply depots makes the scenario almost too easy. I played cautiously and took my time securing the map, so I didn't achieve a decisive victory. However, I can see how I could get it if I replay the campaign.
Still no casualties among my core. Other generals complain that I send their auxiliaries units to their death instead of mine, but I will tell to High-command that they are just jealous
I also encountered an issue with Microsoft Visual, but since the game automatically saves at the beginning of each turn, it's quickly resolved.
I decided to investigate behind the scenes of the scenario to understand why the message "ennemy penalties etc..." kept appearing constantly.
I didn't write the scripts, so I don't have the exact logic Akkula used (it's always a bit tricky to understand someone else's programming since we don't know the logical chain they had in mind; so my analysis could be wrong). Apparently, the effect (reduction of ammunition and unit strength) is in the same script as the message presenting it. Since the effect have to occurs every turn, the message also appears every turn. For it to take effect correctly, it seems it must happen during the AI's turn, so the messages pop up when the AI is playing, preventing us to see the screen while it is playing.
There might be a way to fix this (for example, by creating two scripts with the same trigger: one for the message to appear once at the beginning of the player's turn, and the other for the penalties during the opponent turn), but I think Akkula needs a break after the long marathon to finish 2.0. It's not too bothersome not seeing what the AI is doing since we catch up during our turns anyway.
It's a good idea to implement penalties with the destruction of depots. I also created a scenario with the secondary objective of destroying the enemy's material depots, but I didn't think of penalizing the enemy by destroying them, as done here. Or I was to inexperienced to try to do it, I don't remember
It seems impossible the first time you play it; but doable without to much trouble the second one when you know how it works. A really cool scenario, on the whole.