The graves are not in the right place (whatever that means.)
Yes what does it mean?
;D I dunno, you just wouldn't put them there. They are too close to the house and not parallel to it. And not fenced off or in a marked or distinct area.
Keep the 2x/4x ban. It's original and in this case the mission is deep and immersive enough to justify it, at least that's my feeling at the moment. Don't panic about lag: I'm playing with no trouble at all which means many others will too. Just add things as you need to and then do the lag reduction exercise in a wunner.
Definitely don't feel obliged to comment on everything, you can spend the time more usefully amending the mission. But I assumed the purpose that wretched squad was to give me NVGs. ;D Well, on the second or third attempt anyway.
Continuing ...
Listened to the radio message, liked the static. A definite location (even if its slightly wrong would be good.) Rearmed the squad: I took the hunting rifle and we have 2 AKs and 2 kozlices. Everybody has a pistol.
Lots of new objectives. Don't change them twice is such close succession, just do it once. In "More information" add links to the map. I'm afraid, in a mission of quality, you can't just add civilians all over the place like this. By all means keep the gist of the text and of course show us the location of the first lot. However the locations of the other two lots must appear in the plot. Perhaps when you rescue the first batch they tell you about the others.
If you want to be picky, change the order of Objectives. Rescuing civvies comes before taking out the main enemies. On the map, use some different symbols as well as different colours. Make all of the fuel stations one colour.
Fires are lagdemons: consider reducing the number or use existing triggers to put them out where possible when they are not relevant to the player.
Put everybody in the wagon and headed for the SW civvies by road. A jeep/mg passed us as we turned up their track, but he didn't see us even though he nearly hit us. Stopped halfway up the track and approaced tactically, just in case. Found a loon in uniform who ignored us, and two standing oddly who spoke. Yes we heard a radio message, but from somebody not near here ...... lose the fire (these folk are supposed to hiding), the graves (too many graves in this mission) and the pallets. Consider putting everybody inside the building, though that will need testing.
Lot of bodies now. I presume I'm supposed to drop them off at the lodge as a kind of battle casualty replacement reserve. Somebody calls a chopper but I ignore it. We all drive home and there is some confusion: 7 and 8, in the back of the lorry, disappear from the group somewhere, and 9 and 10 arrive on foot though I'm sure I didn't tell them to get out of the car. I hear the chopper fly over the lodge. We have no green tick for this Obj, although the civvy marker has vanished from the map which I don't think is a good thing. If you want to be clever change the colour or text to indicate we've got them.
9 and 10 have turned up now, and I've figured out what happened to 7 and 8. Nice idea to put them in the ruin. 6 gets a pistol and we all jump back in the wagon.
I don't like the infinite savegames. You have gone to a lot of trouble to create a sense of realism here, and this spoils it. I suggest you replace them with a limited number, at player's discretion. So the radio menu will say "Savegame (15)" and then after you've used on "Savegame (14)" and so on. No need to explain, we can work it out. Be kind but not overly generous with the number.
(Just seen there are now 3 posts after this one ....)
Got my green tick now that all the civvies are here. As a test I shot all 4 in the head, but nothing happened ... not that it necessarily should - if my boys hadn't been in the wagon they would have shot me at this point.
Drove to the next lot of civvies. You don't need the fire here - it's easy enough to find a building, especially when you have a group to help you. Try and use a different building from the last lot of civvies. Put the medic (good) in the wagon with everybody else and the four civvies in the mini with orders to head to the lodge. Headed for the last lot.
Well the mini must havfe got stuck because they kept reporting no progress. Rather than go back and sort it out I ordered them to walk. (At this point I was glad I had refueled the truck at the barrel behind the ruin. As the only vehicle that can take everybody consider adding some kind of repair routine available at the lodge.)
Cut across country to avoid patrols, went south of La Trinite and got to the last lot of civvies. They wouldn't join my group, presumably because there isn't room for them as the last lot haven't left it yet. It occurs to me that the fires would be a great relief if you didn't have NVGs, so perhaps they should stay. I confess I find this third lot of civvies tedious: you've made the point, you can easily offer more than one soldier at each place - it's just a long drive and hassle for nothing new.
I go off to play with the cat ... come back to find the civvies have arrived safely. Get the next lot, put them into the Trabant and send them off while the rest of us get back into the lorry and head for La Trinite. We make the final approach on foot: the civvies report a Bradley which must have caught them as they were crossing the road south of La Trinite and shortly afterwards they are all down with a red cross. I reiterate that this bit needs a rethink: I like the no 4x but leaving a mission to run while you go off and do something else is probably a bad sign ....
As we got the civvies does messages and entered La Trinite the hints hint came up. I ran through the messages. The first point is that you need to indicate how they communicate and agree the trade. They are suspicious of each other so no way would one just leave something in LT expecting to find payment when he returned. I think your idea of suggesting to the player that you should start a war between them is good, but I don't think this the right way to do it.
Here is my suggestion. The radio message takes you to the bunch of civvies in the SW. They tell you about the civvies near La Trinite. When you get there, you meet somebody who tells you all about the trade and how it works. You then muse on the situation, and it becomes apparent from your musings and conversation - perhaps including your number 2, to make a three way conversation, which is all too rare - that starting trouble in La Trinite is the way to go. The third (eastern) lot of civvies disappear, they add nothing but boredom and lag.
Moved into town and got the mines. Drove the ammo and repair lorries out to the east, then my northern picket reported a BMP which then killed him and zapped me as I drove the BMP ambulance out.
With this array of goodies I would suggest a timesaving measure. Assuming there are no bad guys nearby, have a hint telling you of new radio options. There are two. Each gears up your squad in a different way, instantly or rather with a fade to black and fade in again. You can switch as often as you like with a timer runnng: after 2 minutes, say, that's it your stuck with what you've got. Obviously you can then re-gear to your heart's content, but it's quicker and cleaner than the endless running around you have to do. Suggested loadouts... leave pistols as they are, give NVGs as you have made them available already.
1. player M21+LAW bizon+satchel
2. civvy AK bizon
3. soldier M60 M60
4. civvy bizon bizon
5. civvy AK HK
6. soldier AK+LAW AK+LAW
7. medic bizon HK
8. soldier AK+satchels AK+LAW
That's enough for now.