SOG Prairie Fire: Romp in the Swamp ’66 [SP]

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Author: HeadUp

Last revision: 10 Jul at 16:08 UTC

File size: 4.45 MB

On Steam Workshop

Description:

May, 1966. US Navy SEALs and South Vietnamese LDNN Commandos are tasked with clearing out Vietcong guerillas along an important trade route in the Rung Sat Special Zone (RSSZ). Time to get your hands dirty.

FEATURES
  • A single player scenario designed to match the quality of the S.O.G. Prairie Fire co-op campaign!
  • Over a dozen detailed random sites, random patrols, ambient civilians, and more random elements for higher replayability – you will not experience everything this scenario has to offer in a single, or even two playthroughs!
  • Thousands of hand-placed props and set pieces you can only experience in this scenario for maximum immersion – from a deadly bamboo stronghold to an enemy-occupied cave!
  • Virtual arsenal supported, AI revive script, limited High Command, and other features to tip the odds in your favor!
  • Dynamic Simulation and Show/Hide used for optimized CPU-friendly performance!
  • No additional addons required besides the S.O.G. Prairie Fire CDLC (rare for my scenarios)!

AUTHOR’S NOTES
  • This is my fourth release for the S.O.G. Prairie Fire CDLC and the first since the jaw-dropping update that added US Navy SEAL and UDT units and equipment.
  • I plan to release a ’71 variant of this mission with different loadouts, CAS, and other changes to reflect the contrasts and similarities to ops in the RSSZ throughout the war.
  • Although I have a lot of learning to do, this scenario is inspired and informed by both historical and fictional sources related to UDT, primarily SEALs: UDT/SEAL Operations in Vietnam by T.L. Bosiljevac, as well as sources from Osprey Publishing and generally following historical discussion threads on the SOG PF Discord.
  • This is a work of fiction, any resemblance to real people, units, or events is purely coincidental.
  • The author and this mission is not affiliated with Savage Game Design.
  • This is a beta release, some bugs may exist. Also, it’s Arma, so there are bound to be things that will affect your playthrough. Reloading the mission can solve some issues. Please let me know if you run into any game-breaking bugs.
  • NOT RESPONSIBLE for any game-breaking bugs or issues playing with any addons in addition to the required ones listed here and I can’t be held responsible if things don’t work because of another modder’s addon.
  • I’m interested to hear about your playthrough! If you enjoyed playing, please leave a comment, give a thumbs-up, or add it to your faves!

KNOWN ISSUES
  • Difficulties when switching between Stingray and Vega squads while mounted in a boat or vehicle – group leader will order them to disembark – this is inherent to the engine, just bear it in mind and dismount somewhere safe before switching!
  • Boats can be difficult to steer and fragile – be careful piloting them as collisions with even harmless-looking bushes can scuttle your ship and injure all occupants – again, this is inherent to the engine!
  • While pierreMGI’s AI revive script is activated, when a team member goes down and another takes over the group, the unit will repeatedly announce they are taking over – it can be annoying, but it goes away when either all units are back up or the downed unit is dead, and it does help a little by indicating when a downed unit can still be revived!

CREDITS
  • Thanks to SeaCow-52 for beta testing, feedback, and suggestions
  • Savage Game Design
  • Uses Kronzky’s UPS for some of the random patrols
  • Uses Mynock’s Super Simple Surrender script
  • Uses pierreMGI’s AI revive script
  • Shout out to the SOG PF Discord and the helpful folks and vets there
  • BI forums and BI wiki for helping solve virtually any bug or problem
  • Post processing effects created using Recolor addon
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Required DLC:

These DLC should be installed in order to use this item.


Arma 3 Creator DLC: S.O.G. Prairie Fire