Uber-Pea:
You are doing nothing 'wrong'. I suggest you don't think of this as an OFP mission where you can just wade in and slaughter the enemy. There are a lot of them and you are weak. Have you checked the skill levels of your team? They are pretty inexperienced at the beginning, but they do become more skilful as progress is made. My tactic at that stage of the mission is - kill a few and run like hell - and if the few is only one then it is still one less to worry about later. Actually that is my tactic for most stages of the mission.
after i seized any town, do the tanks and patrol simply spawn near and move in?? seemed to me in several attempts of the mission.
Absolutely and utterly NOT!! All the units that come to attack you start off on the island in realistic places and travel from there to get you. I am not playing games or setting traps for the player. In the readme I warn the player that if they find themselves in an impossible situation, it is because they got themselves into it. Not that I set a trap for them.
Thanks Uber. you just gave me an idea to p*** THob off
Why is it that I attract such sympathy and support?
How about every so often.. hour or so? you get one extra person to optionally add to your squad.
No way - sorry. This dates back to when I was beta testing macguba's Un-Impossible mission. I was very pleased to finish the mission with no casualties to my squad. He and others seemed indifferent to that, it was as if the survival of the player was paramount and the rest of the squad were just cannon fodder. In this mission I try to put a different angle on things.
Also it would be nice to be able to change your character's "clothes" into camo.. maybe steal a truck or raid a town and find uniforms...
I would love to do that if I could have a female soldier - but I can't, and I am not going to upgrade Ruslan and Erik leaving Irena as some sort of second class soldier - she deserves better.
Henderson:
Keep up the good work.
Mikero:
Good news (for me) about the ctd.
Thanks for the repair test
but i tried severally and convinced myself we had a empty re-arm issue. Still think that's true, and maybe just maybe, it is not.
Tanks that are completely empty of ammo of a particular type cannot get more from an ammo truck - this is standard OFP!! There are some tanks that I have placed in the mission that deliberately have no ammo. I have also written a script for these units that will enable them to re-arm at an ammo truck. Does your experience contradict this?
If you de-pbo the mission:
In init.sqs near the top is a Boolean called setEnvironment. It is currently set to true. If you change that to false it will turn off the fog, the overcast, the rain and will not set the time of day. If you want to keep the time of day then leave that variable alone and just kill the scripts weather.sqs and fog.sqs. Either put an exit instruction as their first line - or just delete then from init.sqs.
Civilian casualties: Did you kill a fuel station? The Policeman is Stamenov, even though I have him as a west soldier OFP still counts him as civi for the purposes of the de-briefing.
Niggle: Beethoven is abrubtly stopped with switch to funeral music, for me, it jarred horribly. Suggestiion, fade out, fade in, with mixture of two sounds (if that's possible)
I can't merge the sounds. The music you get at that point depends on how many casualties you took. You got funeral music because you took no casualties and so the scene only needed to show the player Tatyana and uncle Nik. If you took casualties in your squad then you are shown these also - where they fell (try it with a save game). That takes longer and so a longer music track needs to be chosen. I will look at doing a fade in and out.
All (but especially XCess):
Damaged buildings. Getting stuck in them is a pain. The first time it happened to me I thought the whole idea was down the toilet, but if you hit the deck and crawl forwards or sideways you can always get away. Not realistic, but it is only a game, and there are some limitations we have to live with. I like the impression of mayhem that they create.
Mikero (again):
YuriClone. I need to be precise about this. There are actually two clones. One is Yuri and the other is the woman that tells you about Houdan. When you got back in the truck the
only person you did not expect to see there was YuriClone? There was no additional woman right?
I introduced YuriClone to solve a problem. I have now solved that problem another way and so have completely removed YuriClone from the mission. I had better check HoudanWomanClone though
It jarred for me that there was a body bag. This is inconsistent with the cutscene of my dead uncle. Think you should change it to a grave to re-inforce the message that we, not they, bury our dead. Particularly as my character keeps uttering surprises at all the bodies 'just left there' My character would insist it's buried
Excellent point. Thanks
Also, whenever we go back to lodge (which is the only safe and consistent place to do this) could we have a cutscene of burying any of our fallen? If we lose Sergei eg? Would be nice and consistent with the initial 3 graves.
Another good idea. I won't be doing it though, sorry. The reason is that in the final scene if you have taken any casualties you get a shot of them where they fell. It can be quite poignant and powerful.
One again. Thank you all for the time and effort you are putting into this. It is really helpful.