EDIT1: pre-arranging goto Officers...
EDIT2: controlling AISpawners using Consoles...
EDIT3: using non-Team-2 RadarDishes -- it does work!...
EDIT4: using Team-GREEN Officers at Dish doorways -- this also works (sorta)...
I haven't played Uplink, but I think I understand what you're after.
Dishes can be linked into a long chain, but *only* for DGs of team Green (and maybe Yellow, but I can't remember if they can enter dish links -- they *do* follow orders from Yellow / player officers). There's no magic here. You point the dishes the way you want, then station an officer at the exit door of each one (except the last one), pointing DGs back into the door they just left. This effectively allows chains of unlimited length. It's a good way to redistribute your forces on some levels of Insurrection and EW3... Since dishes accept n:1 hookups, you can point multiple dishes into a single receiver dish, and then if the receiver dish is pointed less than 90deg away from all of the input beams, it can also act as an output dish. Instant troop aggregator.
EDIT1: you can pre-arrange the Officers if you want to, but it is a hack. Play the level and place real officers in the appropriate places, and make each officer point to the door of it's WORKING dish. Then exit the level (not reset) and redshirt the saved mission file and copy out the Officer lines. Add these to your original mission file and the Officers will show up at level start, including their flag state. You can hide the Officers by placing static shapes over them... but the Green DGs will still see the Officers just fine... and so will your cursor. The only gotcha with this trick is that all the RadarDish doors MUST be open for business (Team 2) at level start... I may be wrong about this, but IIRC the instant Officer directions will not work for a dish that is initially off... the Officer's directions will just default to nada.
Your second request can sorta be done with some trickery behind the scenes, but maybe not quite the way you want. What comes to mind first is a way for AI to show up at the *endpoint* of a user-defined dish chain. I know this is probably not exactly what you had in mind, but you can also pretty easily have AI show up wherever DGs temporarily exit and re-enter dish links, but it probably would lessen the effect. I won't explain the ways of doing this since it's pretty obvious: you detect the exiting Greenies and use AISpawners to do the rest.
If you want a "trace" beam to parallel the dish links, there are ways, but they all involve lots of off-screen machinery which you will have to hide on an island far far away. Such islands can be further hidden by enclosing them in 100% BLACK static shapes which you scale up to enclose the isle and it's surrounding littoral waters. NOTE: it is very important to use a small black shape and scale it up -- if you use a full island-size shape it will cause lots of problems for the engine and the DGs walking inside it.
So here's one way to do the "trace" beam. Pick a building system that can display beam-like links, such as the FuelPipe thingies, or the Consoles and/or Relays, or Laserfences driven by Powerstations. I'll use Laserfences in this example since you can change the colors by changing team. (Colors for teams 255,0,1,2,3,4 are all defined 100% of the time, with colors for teams 5-254 being randomized by whatever other stuff the engine is putting in that slot of the lookup table memory at any given time -- the slots from 5-254 are recycled for other working data.)
So first you hack the shape for the laserfence to a) remove the building, and optionally b) to shift the top and bottom as needed. Removing the building fragments from the shape file is as simple as changing the "SceneRoot" to xSceneRoot" for each shape fragment defined in the laserfence.shp file. Make a copy in the /mods/modname/shapes dir and edit it there -- it will override the file in the main installation. While you edit the levels you remove the "x" from the "SceneRoot" so you can see and click on the fences. I replaced the fence buildings with little spheres and then do the same "xSceneRoot" tricks.
Why make the laserfence invisible? Because then you can scale the fence down to near zero (0.00 - 0.05 work well) and you get colored laser beams from fence post to fence post... this will be your "tracer" beam. If you place both the fence and the dish links together on top of little hills, the fence "beams" will fly through the air above ground if they are scaled down to near zero. The Markers at the end of the laserfence.shp file control how tall the fence is by giving the top and bottom offsets... or something like that -- it was never real clear to me excactly what the numbers were doing, but play with them and you can skew the fence up and down and upside down all you want. You might be able to tweak the fence parameters to place the tracer beams in the middle of the dish beams...
OK, so you have a "shadow network" of laserfences which trace the dish network the player can control. One important idea to keep in mind is the fact that dishes can link-OUT 1:n but laserfences only link-OUT 1:1... this means that you need to "stack" n laserfences at each dish that has n link-OUTS. In other words, if a dish can be pointed to 3 different downstream dishes, you need to place 3 separate laserfences on top of that dish. The reason will become clearer -- if you don't already follow -- in a moment.
The last thing you need is a way to turn these shadow / trace links on (and maybe off, but that's much harder to accomplish dynamically). So on your far away island you have one PowerStation for each A-->B pair of laser fences. The PS starts out with no DGs, so the "tracer laser beam" for that link is off. (ALL laserfences here should start in state 0 = "Disabled".) When Green DGs exit at the FAR END of A-->B, they are detected and this spawns DGs at the appropriate PowerStation to turn on that segment of the tracer beam.
There are generally two ways to detect and react to DGs: SafeAreas and Triffid Triggers. For this case, I would use Triffids becasue they don't have to be Global, and thus you can avoid all kinds of Global headaches... like how Global buildings can't be (easily) reset when you Reset a level. So on the far away island, near each PowerStation, place one RED Triffid whose Trigger Area is way far away near the A-->B EXIT dish. It has to be RED so it reacts to the Green DGs coming out of dish B.
Depending on what you want to do, you can let the triffid spawn Red DGs (SLOWLY!) and they can man the PowerStations to turn on the tracer beams -- which can be any team, and don't care about the DGs at the PS ports. Or you can invert the Triffid "signal" by making the Red Triffid drop Spirits or Eggs (the white ones) into the Trigger Area of a nearby GREEN Triffid. The Sprit/Egg TriffidEggs are essentially duds, but the TriffidEggs themselves have "Team" and will trigger downstream Triffids of opposing teams. Then your GREEN Triffid can spawn Green DGs if you prefer.
You will probably find it easier to have one small island per PowerStation to prevent DG spillover between Triffids... Just make an array of isles and cover the entire thing with a black sphere. Also, IIRC, you do NOT need to size the level map to include the far away islands. You can place things off the +X and +Z edges of the map (but not off the zero edges), and I think flatten areas work out in the middle of nowhere to the South and East of the valid map area. Test it. The size of the water wave triangles is related to the map dimensions, so you can get ugly water if you have a 40k square map just to hide those islands...
By combining layers of things like this you can sorta get the tracer to be dynamic, instead of a one-time deal. But it is hard to balance things so that Powerstations get taken down when you want and then put back up when you want... the engine and the existing buildings really resist repetetive state changes. There are many ways to attempt a dynamic tracer beam, and Laserfences may not be the best choice if that is what you are after.
The system I described above will work well for a single player choice through the dish network. You can restrict player choice to single-use dish links in the following way. Since the tracer beam is triggered by DGs EXITING from the far end of a chosen link, you know the link is in place with a high degree of certainty as soon as the first DGs pops out of the far end... So you ALSO spawn a few Engineers at a far far away ControlTower which points to the dish at the BEGINNING of that dish segment... the Eng grab control of the dish, and as long as you do NOT provide any other CT for the player to regain control of the dish, that dish choice is made permanent...
(If there a multiple possible pathways, you may have to have the Eng freeze several CTs-->Dishes to keep things in sync... but this gets very complicated very fast because if you point 5 CTs to a singe Dish, the CTs get out of sync and there is no sane way I know of to fix this... except in the case of CT-->TrunkPorts which automatically sync both ends of the link.)
EDIT2: How exactly do you "ALSO spawn a few Engineers"? Don't use SafeAreas to control the AISpawners! Use BlueprintConsoles. An AISpawner linked to a Console (AISp --> Cons) will behave exactly like an AISp-->SafeArea, except the Console does NOT have to be Global. The linked AISpawner becomes active when the Console is manned by GREEN DGs. It NEVER stops after it first starts spewing out units, even if the Reds retake the Console. This was a hack for the BluePrint level in the game. So, as mentioned above, you can use two Triffids to get GREEN DGs to run your PowerStations... they can also man the appropriate Consoles whihc can be placed next to the PowerStations... Voila! Rube Goldberg will be proud of you!
EDIT3: So I remembered that you can't spawn or place instant Eng of Team 255... and Team 255 is the team you can use for your Dishes if you want to allow Green DGs to enter (and Officers to point to the Entry doors), but don't want to allow teh player to reposition the Dish. You have to set this up in the game.txt by hand.... Soooo, my idea of grabbing the Dish with some enemy Eng and a CT should probably shut the Entry door of the Dish... BUT IT DOESN'T!! ...So here's the deal. The *only* way a Team 2 Dish differs from any other Team is that it allows Team 2 Officers to point to the doorway of the Dish... That's it! So if you have an Officer positioned and pointing DGs into the Dish, and some evil Red Eng uses a CT to change the team of the Dish, NOTHING happens, except the light blinks a different color. The Officer is still pointing to the exact location of the doorway, and this allows you to send more DGs to that Officer, who will in turn send them into the RED Dish doorway! ALSO, as long as you don't touch the Officer at the door, you can exit and re-enter the level and the Dish will still work for your Officer even though it is now Team RED! So if you pre-place Officers who point to the exact doorway coordinates, then these Officers will direct DGs into the Dish no matter what the state of the Dish Team is on level entry (which I wondered about somewhere else in this huge post...) In general this means that it is possible to send DGs into *any* team dish... if you are so lucky as to make an Officer point to the EXACT coordinates of the Dish doorway... not likely.
EDIT4: You can pre-place goto Officers pointing into each of your Dish doorways, and the Officers can be Team-0... the Green DGs will follow orders to enter the Dish doorway, AND the player cursor will NOT select Team-0 Officers... But there's a problem: the Officers don't save properly when you leave the level, so when you re-enter they are no longer holding goto flags, and no one pays them any attention... but if you can somehow avoid letting the player leave and save (by making sure they get a new mission each time they re-enter -- swap missions on each and every level entry), then you might use this trick somehow... like hiding the Green Officers under static shapes so DGs run to the Dish doors "without an Officer around"...
Well, the dish team will remain permanent if you make the dish Global, which is not necessary. But CTs *are* Global or the game crashes. So non-Global dishes will reset to their original team if the Player does a Reset level, BUT the far away CTs which freeze the player's choices WILL NOT Reset, so you have to use still more trickery to make them do so... and then I'll stop
You can force a CT to a desired team at level entry or level Reset, a few different ways. This one is my favorite. You setup a couple of INSTANT Eng of the appropriate team near each CT that you want to force. You ALSO setup a single Bridge building less than 200-250 grid units away -- more on this in a second. At the Bridge you setup a few instant Virii and set their Spread to near zero (if you go all the way to zero, you can't select it anymore in the editor). Spread = 20-30 work well for me.
Now what does this contraption accomplish? Well, on a level Reset, the instant Eng will reset the team of the CT if it has been set to something else before. As soon as the Eng have nothing to do at the CT, they will run for the Bridge -- Eng can't resist Bridges, and the Eng "radar" range is approx 200-250 grid units, so they can't see Bridges beyond this distance from the CT. But since you put enemy Virii at the Bridge, it's a trap, and the instant Eng die soon after the level starts up.
So everything is clean and ready for another round of player choices for dish links... and also the locking/freezing action of AISpawned Eng which take the dishes away from the player's control. In this setup you can even make the Dishes Global since the act of Resetting the CT will also change the team of the linked Dish.
If any of this interests you, try setting it up, then ask if you can't get something to work they way I describe it. I'm doing all this from memory and I might've forgotten some of the little gotchas that are everywhere in the Darwinia engine.