Independence Warriors - Readme.

This campaign contains thirty-odd missions. They aren't exactly professional, but it's a helluva start, you ask me. 
The story I chose may need explaining, but since I didn't plan any of the plottwists, you'll just have to wait to 
the end of the campaignseries to get answers. If there will be an end. Just follow the in-game orders, and you'll be
fine.
 Don't hesitate to report bugs to 031299870@telia.com, and I'll get on it.

Testers:
AVIAR (Sirius, ho!)
NeoHunter (the whole thing)

Questions/Answers/Other issues:
Sirius, ho!
	Q: In Sirius, ho!, there's a puny group of bombers attacking your fleet. Not probable.
	A: Yeah, I took care of that. Fixed their arrival cue so they won't show up until after the 'little' 
	   surprise jumps in. Only problem is that Capricorn ends up in the explosive radius. Oh well. As for why 
	   they come at you in a suicidal way is a part of the story. I think. Further details on this will show 
	   when you're playing.

	Q: The bombers didn't have bombs! And they don't attack ONE ship!
	A: Oops! Took care of that now. Now they're packing 2 Helioses and 1 Cyclops each. Told them to attack one 
	   specific ship: The Aeolus cruiser.

	Q: It takes too long to wait for the ships to jump out, and they're bumping into each other, thus causing
	   damage.
	A: I think I've solved this (moved the node closer, moved the Satan back a little, added Beta and told them 
	   to relieve Alpha wing), but when all hostiles were down, the jumpdrives were dead. Crap. Looking into 
	   this. Jumping out after the Shivans are down should work at the moment, but I'm not sure.

	Q: What's with the Satan? Nice explosion and all, but why?
	A: It's much like the suicide-bombers. No explanation yet, but it has a small effect on the story. It's just
	   supposed to be there.

	Fixed a spelling error and a typo, and shortened down a very long message. Gave the other part to a pilot, 
	at a 3-second delay or something.

  Issues fixed by NeoHunter (everybody salute him):
     - Friendly capital ships would collide with one another at the jump point. Though some managed to get to 
       subspace, the larger ships could not as each did not want to give way. Fixed the problem by assigning each 
       capital ship its own waypoint path and having all of them travel at the same speed in the Events Editor.
     
    A: That would indeed be helpful.
 
     - At the start of the mission, Alpha Wing will immediately be in the engine wash of a capital ship. Fixed 
       problem by placing Alpha Wing's starting location elsewhere.
 
    A: Was it? Oh well.

     - The Aeolus class cruiser Silencer and the Hecate class destroyer Scarred Avenger often collided on the way to
       the jump node. Fixed the problem by putting some more distance between these ships.

    A: I always thought I made Silencer an Orion class Destroyer! ;-] The Aeolus is named Silent Warrior.

     - No "Return To Base" directive after the convoy makes the jump at the jump node. Fixed hat by adding one.

    A: Are those directives always necessary?

     - There was no conversation between Alpha 2 and Alpha 3 at the beginning of the mission because you programmed 
       it this way:
        when
          has-arrived-delay
               0
               Alpha
          send-message
               Alpha 2
               0
               Here we go
       This does not work because Alpha Wing IS already here. I fixed the problem by changing it to
       "has-time-elapsed" instead.

     A: That was indeed good to have fixed.

Eyes Wide Shut (I know, movie title rip-off...)
      - The conversation at the beginning had the "has-arrived-delay" problem again. Fixed it.

     A: This just keeps getting better and better.

      - The Shivans were a bit too strong here. 4 Maras against half the Shivan armada? You have to tone down the 
        Shivan strength here.

     A: Depends on what difficulty you play it at. If it's on Very Easy, it's just one of those way outta hand 
        situations you can limp away from when you can. On Medium though... I'll see what wing I can remove.

      - No "Return to Base" directive. Fixed that too.
    
     A: He always does that... I'll take that fixnote out of the protocol from here on.

Assault (can't remember it's title)
      - Death and Pestilence never attacked with beam weapons. Fixed the problem by using "has-time-elapsed" event 
        then "beams-free-all". You CANNOT directly use "beams-free-all".

     A: That's strange. It DID work before... 'Course, the ships would seize shooting once their target was either
        destroyed or departed... Hmm. Oh well, might as well have it fixed in a way that works alright. But the 
        FRED2 docs said that was the way to do it...

      - Aeolus class cruiser Silent Warrior never attacked the SJ Death beacuse it was too far from the Juggernaut 
        and no attack order was given. Fixed that by placing the Slient Warriior closer to Death and issued an 
        Attack order in its initial orders.

     A: But... the cruiser survives, don't it? Sorta vital to the consistency of the following missions...

      - Directives were a bit unclear and there was no "Return To Base" directive once everything was done 
        (again...). Fixed that.

     A: Always nice with working directives.

Broomhead
      - Beam weapon problem again. Fixed it.

     A: Laws yes, this is fixed a lot of the times... From here on also removed from fixlist.
    
      - The "Return To Base" directive was done wrong. Fixed that too.

     A: For once it wasn't missing!

Hasta la Vista, seor Shivan! (At least it's supposed to be a  where se ends and or starts... stupid thing)
      Both fixes to this mission have been taken to the 'don't list since occurring so often'-list.

Close Encounters (my favorite mission)
      - Beam weapon problem again. Fixed it.

     A: I didn't notice that... Beams all over the place! I guess it'll be more stable now, then.

      - Encountered "has-arrived-delay" problem again. Fixed.
 
     A: Goodie. For those who caught this unaware, he's referring to my comms setup.

      - No directives to tell player what to shoot down or how many enemies there are. Fixed that by adding a couple
        of directives.

     A: Righty.

Titanic Engagement
      A helpful tip: REDUCE DETAILS! Another thing: See Close Encounters for fixes made here.

Homerun
      Hmm, he didn't complain about the Shivan strength! All fixes made here have already been listed.

Safe Sirius
      - No need for "beam-free-all" on GTI Hermes. GTI Arcadia installations have no beam turets unless you modify 
        some of its turrets.

     A: They don't make things like that anymore? Boooooooooring! Oh well.

      - Added a "Disarm Dread" directive so that it would be much clearer on what to do.

     A: Sounds good.

      - This mission could get quite ugly. A GTI Arcadia does not have the firepower to have a slug match with a 
        Lucifer. This mission definitely needs a bit of balancing here. You could try adding a friendly Orion or any
        other capital ship to make winning this mission without losing the installations possible. Its your call.

     A: Oh my! Doesn't the Arcadia have enough hull to hang in there while we smash the beams? Perhaps I should 
        plant a half-made Colossus there... Nah! Corvette. Nice little things...

Final comments:
Q: Great story though you did not really reveal how the Shivans got through to Sirius or who the rogue Vasudans 
   were.

A: That's a project for the future. I'm not really done. A few more systems to go. This could be linked to an 
   upcoming Hammer of Light-campaign I've heard about. Though it isn't Hammer Of Light... Nah, forget it...

Q: Also, if you want to activate the beam weapons on capital ships that are present at the beginning of the mission,
   do not replace the "when" operator with the "beam-free-all" operator. It does not work. Use "has-time-elapsed" 
   instead. Same goes to any other operator. One more thing, You cannot use "has-arrived-delay" operator for Alpha 
   because Alpha is already there. This way of programming will not work. Instead, use the "has-time-elapsed" 
   operator instead. 

A: OK, I'll keep that in mind.

Q: I think I have debugged most of the problems in your campaign. Now I think it needs your testing and game 
   balancing. Once you think its done, send me a copy in .zip format for me to put on my web site. My web site is at
   http://www.geocities.com/arbiter50. I am currently working on a campaign of my own and if I need a tester, I will
   send it to you. Think of it as an exchange program.

A: OK.

VOICES:
	Tiggeroonie
	glim
	Forsaken_One
	JMS
	No Regret
	Fraz
	Silent Warrior (me) (someone's gotta do briefings and such, right? And it IS an awful lot... takes decades 
	 to download...)

Honorable debuggers:
	Neohunter
	and me, Silent Warrior

Independence Warriors version (final release, if there's nothing further):
Sirius missions
	Did some visual tuning, so now nebulae colour up the surroundings a bit more than before.
	Did some debugging on my own. Haven't tested the missions when I wrote this, but some things should be 
	 better now.
	The spelling should be spotless by now.
	Titanic Engagement is made into a loop of it's own now, so people with slow machines don't have to worry. 
	 Fumbled around a little more, so the flagship isn't exterminated instantly now. Yaay. That'll only bring 
	 more fire on the Colossuses. So finish off the fighters yesterday!
	In Safe Sirius I took care of the RBC-aiming. They should be able to slam the Dread a little, but you never 
	 know...
	I made the battles look a little more alive. In SIRCapture, you'd notice how the traitorous destroyers 
	 didn't move while they slammed at the cruisers. Now they should. And do be careful! Those destroyers are 
	 indeed hazardous to an Artemis...
	Added some points to the objectives, so all of a sudden you're a Lieutenant if you don't watch your step, 
	 Ensign.
Deneb missions
	Same as Sirius.
	In DENLookout, I issued direct attack orders for the fighting Shivans way off (40 klicks!) so that there 
	 would be a light-show for those who remain behind when the return-order is issued. You don't even have to 
	 mess with the Dragons, if I did it right! A Volition Bravo can take an eternal amount of slamming, so you 
	 shouldn't have to worry much about Kyle even if a Sathanas entered the theatre.
	Battle of Deneb 2 is a pretty cheesy remake, however it's important that you slam the evil Sathanas' rear 
	 turret if you want to keep the Silencer alive. And believe me, you do. I'll place this in a loop of its 
	 own.
Vasuda missions
	Wasn't much tuning to be done, but I found some details. The only problem being that the balancing is 
	 definitely shot to hell now. Oh well. Curse those powerful beams... bring back FS1-balancing...
	Made the capture-procedures more like FS1. The IFF on the captured ships should switch to friendly when you 
	 get the teeth pulled and the engines are out.
	I resized the asteroid-field in VASOuttheashes a noticable amount. Added 2 zeroes *gasp*! Or was it 
	 three... Anyway. It's hella fatter now.
Antares missions
	I have still to hear anything about them.
	I noticed that when I tried to start the campaign, I'd get an error in the missionparcer. As in 
	 ANTResupply... Don't like that... And another one in Testing Grounds. If you use D3D, you should be able to
	 get past it by just pressing Ok. Provided it even happens to you. I think I should have that straightened 
	 out now.
Ribos missions
	A little hint about the finale... There are stealth-fighters going for your buddies, and stay well away from
	 the installation when Alpha 2 goes kamikaze! I think I set the shockwave to reach about 10'000 meters out. 
	 Say 15'000 just to be on the safe side.
	Looks like I forgot to explain how the Shivans got around again... In case I don't make an expansion, here 
	 it comes: the KA also gained access to Knossos technology, and constructed one of their own. The portal 
	 took them to a Shivan system. God knows how they communicated... Anyway. They decided that they shared the 
	 ulterior motive, and set off back to our space. Keep in mind that this campaign is open-ended, so a Knossos
	 recides in Sirius, which is where all Shivan ships came from.

Finished at last! Next challenge, then...