Eruption: On the Flipside Campaign (Alternate History)
Eruption: On the Flipside Campaign (Alternate History)
The final installment of the Eruption trilogy of mission packs. This campaign puts the player on the loyalist side of the Western Revolution, as you take the role of a US Navy commander, desperately trying to quell the insurrection before the United States tears itself apart. You will recognize some of these scenarios from the other packs (played from the US side this time), plus three completely new scenarios. Again, these missions are designed to be a test of strategy since you and your opposition will (mostly) be using the same weapons against each other.
I’ve decided this will probably be the last set of missions in this setting. I feel as though I can’t really come up with any new types of missions given the current limitations of the game, and I don’t want to keep re-hashing the same types of missions over and over again. But, if they keep adding content to the game, I may come back and revisit Eruption 😉
I would recommend disabling the first two mission packs while playing through this one to having multiple missions labeled “Part 1, Part 2,” etc.
As with my other packs, it will require a few mods .I would also recommend “Air deck operations upgrade – NTU” by ossesek, however it is not required. Using it may also lead to issues with modded aircraft.
*KNOWN ISSUES*
-As with the first pack, I’m using the Jolly Roger (Pirate Flag) to symbolize the fictitious West Coast nations. This causes an error message while loading the mission, however it doesn’t seem to have any effect in-game. Some of the status messages are kind of goofy because of this too. If/when I can figure out modding for this game I will create appropriate flags and add them.
-After the latest updates AnchorChain, SeaLifter, and several other mods are also throwing up a bunch of error messages during loading. Again, the missions still seem to be working fine. Just click “Ignore” during loading. Hopefully they will be updated soon.
-Airbases spawning with autogenerated buildings on top of them; this is an issue with Sea Power itself. I made the decision to have the airbases located in the correct location geographically. In some other cases, the airbases are built in the middle of an urban area and I had no other option. Seeing as this is Sea Power and not Land Power I don’t spend much time looking at airbases unless I’m watching planes take off or land, so it doesn’t bother me personally. You can turn off autogens in the game options if it really bothers you.
Required items:
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A-10A Thunderbolt II — Steam Workshop
AH-64 Apache — Steam Workshop
Anchor Chain — Steam Workshop
Apex Predators MIG-29A & F-16A — Steam Workshop
Arleigh Burke & Ticonderoga & OHP mods — Steam Workshop
F-16C 蝰蛇 — Steam Workshop
Hoover's Fun with Flags — Steam Workshop
New Threat Upgrade — Steam Workshop
Pact Enhanced LethaliTy — Steam Workshop
Real World Airlines — Steam Workshop
S-70B-2 Seahawk with AGM-114 'Hellfire' Missiles — Steam Workshop
SeaLifter — Steam Workshop