First Crusade - Readme.

This campaign contains ten 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. But since my mike has gone on a strike, there's no voice-acting.

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 o Base" directive. Fixed that too.
    
     A: He always do 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, seņor Shivan! (At least it's supposed to be a ņ 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 definately 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...

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.

He also mentioned the proper use of this Repeat Link. I'll see how that works out. Think there's a mission with not
so sane objectives.