Arma 3
79 ratings
SOG Prairie Fire: Romp in the Swamp '66 [SP]
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Map: Cam Lao Nam
File Size
Posted
Updated
4.276 MB
Jan 27 @ 8:40am
Jan 27 @ 9:13am
3 Change Notes ( view )
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SOG Prairie Fire: Romp in the Swamp '66 [SP]

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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23 Comments
RHaenJarr Jul 9 @ 2:11pm 
I dunno what's going on but boat AI in this mission is just completely broken for me. They randomly begin just running in circles or getting stuck in a motion of running into the riverbank, backing up and repeating over and over. Also for some reason squadmates are throwing grenades at their own people.
The general idea for this mission is amazing, but this stuff is really bugging me
Iranian Giga Chad 6000 Apr 23 @ 5:57pm 
Same issue as with Hash Monkey below, I don't understand implementing high command as the subordinate AI does not navigate the rivers or use the boats.
vogelbein Mar 29 @ 11:04am 
Hope that there comes a coop version of this great mission! Very nice work!
Wargasm Mar 15 @ 12:29pm 
I could not get the AI to navigate the terrain or rivers.
HeadUp  [author] Feb 24 @ 7:00am 
@Sierra74**
Thanks for playing. I have not encountered the bug you described before. The wooden lever you found is part of the rope bridge nearby. It simply releases a trap door along part of the rope bridge. Kinda random, but it was part of the model, had to work it in there somehow.
Sierra74** Feb 23 @ 8:10pm 
I am enjoying your mission so far. Thank you for making it. I have a question that may or may not be relevant to this mission in case anyone knows the answer. That is sometimes I see dead enemy bodies standing upright on their feet with guns in their hands, which breaks my immersion. I am not sure if this is a mission related bug but if anyone knows how that happens please let me know. And my second question is while searching through one of the enemy hideouts I found a wooden lever to be pulled. What does it do? At first I thought it might open the entrance to some underground tunnel.
SeaCow-52 Feb 6 @ 5:01pm 
@gt500svt I Have also download a mod called platoon leader high command. It makes high command control much easier than the vanilla high command. I’m using it with this mission and it works well.
SeaCow-52 Feb 6 @ 5:00pm 
@gt500svt Try this for some info on High Command:

https://youtu.be/xdvLnKx_gEI
gt500svt Feb 6 @ 3:07pm 
Is there no air support in this mission? I’m also trying to locate info on “High Command” option to help maneuver my 2 separate elements. Still gotta say what a great mission this is…..tons of replay and surprises.
Johnnyboy Feb 4 @ 1:02pm 
@HeadUp, this particular mission is fine for boats because Mekong Delta is wide. But if you have narrow waterways, or want to trigger a QRF boat force to move to an exact beach and and get out, then my script will help. I gave more detailed feedback and some script links on the BI forums for this mission. Keep up the awesome work. I'll be following all your stuff now, and look forward to future releases.