McNorth, I've been giving v1.05 a whirl. Here's some more feedback:
1. Still dig that Quicksilver tune. This time in the intro, the defenders toward the end don't fire much, if at all (eventhough the ambience fire is there).
2. I like the new radio voice overs.
3. Not sure about need to tell player about inbound enemy chopper. I prefer surprises, but its no big deal either way.
4. Since I was hinted to stealth my way to the ruins, I chose to leave my squad (minus a few dead), in the trees just south of tee road intersection south of ruins. I proceeded to trees behind ruins, and timed entry to ruin to when BMP wouldn't see me. Still had trouble here. Often spotted by many of the patrollers, but when truly careful, could make it upstairs unspotted. Good tense moments when patrol in column formation walks between ruins right by the front. When too impatient, I would try to shoot my way out, which is dumb. Using cover of ruins, you can take down many opfor, but there's too many. Best to wait til mostly clear, and order new friends out (after stocking up on silenced pistol, etc.).
5. Don't like the teleporting of the guys to the back, as it breaks the immersion. But I understand your problem. I am familiar with that building class, and trying to get AI to move through the building to the rear on their own may be impossible. I think they only like exiting via the front, which would expose them to fire. This is a good mission, so this isn't a show stopper.
6. Would be good for ruins guys to greet you on arrival upstairs. "We're sure glad to see you, man...this place is crawlin' with commies!". Or, "There's only ONE of you? Oh man, we are SO screwed!". Currently, these guys are statues.
7. Unfortunately, my original squad I left at the tee, got into heavy firefights while I was at the ruins. Even with several retries, and sending them further south, they kept getting wiped out. Probably better to leave them at edge of woods immediately south of ruins, but I didn't want to go back that far save-game-wise, so I lost them.
8. Took my new 3 pals thru the woods west. Then across open ground to next spot of trees, etc. Great fun covering them, and bringing them to cover, then having them cover my next move forward. Dropped the BMP, lost a man, and commandeered a UAZ with MG. This gave me mobility to haul ass.
9. I chose to ignore LZ Xray, and head to Yankee. Jammed to lip of Passo San Andres. I dismounted to try and scout over rim and look down road thru pass, as I figured it was a chokepoint and logical place for guards. But never got to scount, because second chopper with paras arrived. There's only 3 of us, so I didn't risk engaging and decided to blaze down pass road to Yankee LZ. Soon as we hit bottom of pass I took a hard left to lower terrain by water (good move as there was a squad or two on road). Saved game.
10. Had a helluva time taking out squads at Yankee with 3 guys. Best approach was to leave gunner in UAZ toward the beach so he was below line of sight from road. The medic and I then covered different directions, and I used commander view to see when enemy would come over rise at us, and direct fire. After many re-tries, finally took them all, and called for evac. ARMA AI is quite good at flanking!
11. Evac chopper at Yankee pissed me off. This has been an intense run-for-your-life mission, and I'm ready to evac. Often the chopper never landed, he circled and split. Twice he touched down, and the took off right before I could get on board. Once I was able to get on board, but he left my medic, and then flew into some trees. So Yankee never really worked out for me. Note that he was taking some light gun-fire part of the time (probably from squad at next rise to the west on the road).
12. OK, time to try for Zulu instead. Now I blaze west on road (leaving Yankee squads un-engaged) to find a squad just over the rise by the road. Surprise them and drive right through them (but take fire and lose my gunner). Rip past the BMP coming up the road (he never fires on me), and on into next populated town with the chopper. Get ripped up here.
13. Tried taking this a few times more stealthily, once from overlooking coastal mtn top, but sharpshooter AI got me.
So I haven't beaten this yet, but I do really like the mission. It covers alot of ground, has a definite "on-the-run" intensity I like, and you have total freedom how to approach it. I was only really bummed by the Yankee chopper extraction not working out. Perhaps because he was taking some fire (i.e., I didn't secure the LZ well enough). Any hint on how to get Yankee chopper to extract me properly?
And how about some ammo in the chopper's MG so I can help fight our way out?
Bottom line is this is enjoyable and addictive mission. My time is limited, so I wouldn't have persevered if I didn't find it worthwhile.
Speaking of time, how is the house coming along?
I understand about writer's block for outros...that's the only thing holding me up finishing Last Tango in Bagango....