@GRKI need to change the end game so that it is less tedious. I do hope all your loons turn up.
well make that like 500 now
Well 450 to 500 is about what you have to deal with (it is random).
@ALLWell I have been overwhelmed by the response. I feel I have not done justice to the time and effort you have all put it on playing, thinking about and giving me feedback. I have a tonne of stuff to be working on and it will be a while before I get back with an updated version so I thought I would give you all a progress report.
Already in the next version I have:changed the background story line, with consequent changes to the text in the overview, briefing and intro.
changed the starting time and location.
removed the random starting locations
restructured both bases and the mountain lodge area to be more realistic.
changed the Vigny cut scene to have two soldiers arriving by foot and to help explain Tatyana's sudden rush out of the building
changed Stamenov's accommodation, changed the way the females with him work and made his bodyguard behave in a more realistic way
Created an addAction for the empty and damaged armour in each base that will now enable the player to re-arm them.
changed the mines so that: they can only be placed if you have an appropriate item in your inventory and that item is removed from inventory when you place the mine. I am indebted to macguba for his code to do this. I incorporated his ideas into my scripts, the need to ‘re-arm' the player is something I would never have spotted.
prevent a mine being placed when the player is in a vehicle
provided a disable mine action.
gave each side a flag, put a flag at each base, each field camp and on the lead vehicle of all vehicle groups.
removed most of the dead vehicles and wrecks from around La Trinite
reduced the civi groups from three to two and re-written the method by which the player finds out about each of them and interacts with them, there are now proper cut scenes at each of the civi locations. Also, any one death of a civilian will now result in a red cross - even if it occurs after you have got them to safety at the lodge mac!.
killing Andropov and Stamenov are now separate objectives, distinct from destroying each side's army.
The sequence of the objectives in now more logical.
removed the hints.
removed the infinite save games. The player now starts with a set number and then gets an additional one every 45 minutes or so.
compressed the two scenes at the mountain lodge into one.
fixed the bug that sent a base on alert even if a loon was killed by being run over by one of his own trucks.
changed the convoy and patrol monitoring code so that damage from simple collisions will not prevent them from working. I believe this might have been the cause for several of the stuck southron convoys detected at La Trinite (I have run a few soak tests and did observe this happening), it certainly was the cause of some of the abandoned, but only slightly damaged, jeeps some of you found. I believe it is also the reason that SEAL84 found a jeep that had run out of fuel (another jeep in the group was damaged, the crew got out and walked, the jeep SEAL84 found slowed down to wait for them and so ran out of fuel before getting back to base - that is speculation, but I have seen it happen). Much of this was already dealt with, but I then restructured the scripts to avoid the large savegame bug and inadvertently disabled the relevant pieces of code.
force setTerrain detail to normal to prevent weird things happening at the lodge
removed all fires except two (Vigny and the mountain lodge).
ensured no cutscene would be watched through NV goggles even if the player happens to be wearing them when it starts.
removed the NV goggles from the officer in the group that attacks you in Vigny if you hang around after the cut scene.
removed the hard to find, and surprising if you do, little groups of tents.
Made some changes to the layout of the field camps so they each look a bit different.
trashed a few more towns and left evidence around of the criminality and indiscipline of Stamenov's army.
made the initial appearance of the choppers more realistic.
lost the two mad women that run up and down the island. They may yet come back if the mission can bear the load of the extra units and the extra triggers etc. needed to make them interact with the player.
changed the markers used on the map.
changed the waypoints for the attack on the southron base by the northrons to reduce the likelihood of it getting stuck on the way.
very slightly reduced the strength of the northron group that attacks the southron base. What was 1xAbrams, 2xT80 and 1xVulcan is now 1xAbrams, 1xT80, 1xT72 and 1xVulcan.
a lot of invisible stuff to streamline the code - fewer scripts and fewer variables to help move the mission away from the large savegame bug.
and of course I have updated the list of Beta testers!!
I think that is all but there may be other changes I have already made that I have forgotten to mention.
Still to do:Re-look at the weather pattern. Reducing the maximum intensity of the fog is easy. The thing I am giving thought to is the pattern of change. Some of you completed the mission in about 6 hours some took about 4x that amount of time. I want a pattern that works for both extremes, and I already think the weather changes too quickly. Also the way it currently works is that early in the mission both fog and overcast are low at the same time, giving a clear day. As the mission progresses the fog and overcast get out of phase so the weather is never so good again (well obviously if left long enough they get back into phase eventually). I think I will aim to have the first really good weather occur at about 13:00 to 15:00.
Change the ‘end game' logic so that waiting for the last loon is less of a problem.
Rework the ‘offshore island' part of the intro.
Re do the end cut scene - at least one of the locations shown no longer exists in the mission.
more customising of the field camps.
add a photograph of uncle Nikolay to the briefing to help the player identify him.
Re do all the voices and get the scenes working smoothly. Hah - so easily said!!
getting it all polished - despite all the improvements above the current version is even less polished than the one posted! It looks like it has gone backwards, but the fundamentals are better.
add more eye candy to the map once everything else is working.
re-read the whole thread again to see if I have missed anything
Still thinking about:having a radio/tape player in the cab of some vehicles
having weather forecasts
adding one or more additional missionettes. like rescuing someone from a camp.
removing the empty, damaged armour units from each base. Most of you picked up and got working, damaged
armour units that had been left around after the north/south battles.
having some soldiers remain at the field camps when the others go off to join the battle(s).
bringing back the mad women runners.
Indicating on the map the areas controlled by each side. Without using the markers addon everything I have tried so far looks crap and/or puts the SW group of civilians into Stamenvo's area and/or puts Vigny into no-mans-land and/or uses a lot of markers, which means a lot of names which means the large savegame bug. Given the choice I would rather use the names for the mines than for the markers.
forcing a specific view distance in the intro.
having an outro that shows the fate of any surviving soldiers.
If you have made any suggestions I have not covered then blame my failing memory. When I think I am done I will re-read the whole thread again to see if I have missed anything.
Once again. Thank you all I really do appreciate all the help.