Rumors of an uprising on Everon have a history as old as the American occupation there. But this time there may be something to it. TAKE COMMAND of a Heavy/Light mixed Battalion and investigate the rumor, and if necessary put down any resistance.
You play the role of a Battalion Commander in charge of the U.S. forces occupying Everon.
The mission is BIG and LONG. It covers the entire scope of the island and really has two main phases.
Pre Uprising: talk to the civilian populace to discover weapons caches and resistance leaders. By doing enough of this you can actually prevent the uprising.
Uprising: The civilian populace, largely dependant on how well you do in the Pre Uprising phase, will revolt and you will spend the rest of the mission fighting an island wide uprising using the assets at your disposal.
I have created a very simplified command engine that will allow you to move all of your forces around the island (move, embark, disembark, give status, and support functions, with markers for each unit updated realtime to show their locations)
Your battalion consists of a HQ Company (yourself, scouts, medics, repair, ammo, etc) plus a Mech Infantry Co, Armor Co, 2 x Light Infantry Co, and a helicopter Co. Units are broken down to the squad/section level.
The AI will set objectives to take the entire island.
Again, this mission is pretty big and will take time to play, and IMO pretty hard, but if you are looking for a more grand scale type mission than this is just for you.
Thanks again to whoever might try this one out.
Edit: This mission has been reviewed and is available from the Missions Depot.
- Not sure what additional changes I made before the crash, but they are in here. The mission was finished and up for review but it was lost. Here is the v2.0.
- Small cutscene when the uprising begins.
- FIXED BUG that had too many resistance recruits being created
- Adjusted info sharing script for AI to be more effective
- Added five new recordings for some of the major mission plot points
- Updated text on one mission objective to make it more clear
- Added brief mission description on overview.html
- Reorganized briefing information on briefing.html to ease navigation
- NO BUG FIXES so if you are already playing 1.6 keep going, unless you would like to use these new features (all command engine related) in 1.7...
- if multiple unit markers are bunched close together on map, you can keep clicking to select the next unit in the 'stack' (boardgame term).
- you can now set the Behaviour of your units between SAFE, AWARE, and COMBAT
- you can now have your units FACE a specific direction by ALT-Clicking on a location on the map with the unit selected. Similar to ordering them to MOVE (SHIFT-Click), they will face the location instead of moving to it.
- for HELICOPTERS, you can now order them to LAND (land and engine off), HOVER TO PICK UP, or HOVER TO DROP OFF. These work perfectly for both AI groups and the player's group.
- CONTACT REPORTS: Trigger logic had these reports getting fired for each bad guy detected at a town location. This has been fixed so that only a single Contact Report will be broadcast for all the trigger hits for that town over a given time (basically gets rid off alot of repetitive radio chatter but still provides you with the knowledge that your troops are in combat).
- FRIENDLY LOSS REPORTS: Old event handler logic would give you a separate radio message for each friendly lost. Now these reports will be combined together over a given time period (20 sec.) and broadcast as 1 message saying "We lost X soldiers", etc.
- FRIENDLY VEHICLE LOSS REPORTS (NEW): If you lose an actual vehicle you will be told of this (this is in addition to the personnel loss reports).
- ENEMY KILLS REPORTS (NEW): Similar to friendly loss reports, your units will now report enemy kills, combined over a time period (20 sec.) ("We just took out X enemy!!"), etc.
- player now can choose the starting U.S. approval rating on Everon. Recommend 60% if you want to easily prevent the uprising, or if you are a masochist, go ahead and start off at 10%!!
(I don't foresee me tweaking the mission anymore unless its a really good idea or a bug. Now I am going to try beating it on Max Difficulty
- on load of a resave, stationary civilians kept moving around a bit for a minute or so. I didn't like that, so I fixed it.
- overhauled the command engine using CoC as inspiration. After playing the war part a few times, I realized how hard it was to give units orders, so its now more streamlined including
- - now you can click on the unit markers to select it
- - after selecting a unit, just SHIFT-CLICK the map to get them to move
- - removed the "Get Status" option, now whenever you click a unit a status window shows the unit's strength down to fuel and damage levels (an improvement)
- - with this streamlined system, I have taken away the ability of giving commands to multiple groups at the same time. Maybe I will add it in later, but the improvements in the command engine more than make up for it.
- added more autosave points
- fixed bonehead bug that has user locked up at mission briefing
- added opening cutscene to mission
- overhauled civilian processing. now most civilians are stationary in realistic locations (standing in doorways, grouped at street corners, manning fuel stations, etc), and moving civilians stay in town in there movements.
- added parked vehicles in realistic locations for atmosphere
- added random vehicular traffic. You will encounter plenty of civilians driving around.
- if you capture a leader you will get an additional bit of info
- when a cache is revealed, if you move within 100m of it, it will appear. So all you should have to do is look at the map once for its location then you can go to that vicinity and it should appear.
- fixed some bugs
- reworked overview.html and briefing.html
- added fadeout in intro and changed standard "Get Ready"
- adjust skill level in player group and rearranged them to prevent game engine issue
- added a bit of gear choice
- added starting position marker
- added civilian surrender animation
- question/arrest actions always present (reduce drag on engine). actions will always work on nearest civilian within 15m. will give alert if no civilians in range.
- cleaned up processing at start of uprising (including removing SKIP TO UPRISING radio option at war start)
- caches now will be in sensible locations
- ammo box will appear when a cache is found (unusable)
- adjustment to one civilian feedback to ensure player knows the map has been marked
- shortened tag names on unit markers to make less busy. adjusted starting locations of friendly forces.
- adjusted movement cycles of civilian units to make them stationary more often and to keep them close to their home towns.
- beefed up the briefing with more detailed instructions on how to proceed with mission
- cleaned up markers showing too early