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Sea Power

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The Sacred Sun
   
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Timeframe and Location: 1990s, 2000s, Fictional, Atlantic
File Size
Posted
Updated
9.313 MB
24 Jul @ 7:40pm
19 Sep @ 1:41pm
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The Sacred Sun

Description
[2.00 UPDATE]
IMPORTANT:
You must unsubscribe and re-subscribe to this mod as of 08/02 - This will remove the mission pack from your scenarios tab, and will now appear as a proper campaign in the Campaigns tab.

A campaign and story by Epileptix
Custom ships and units by Yaivenov
Additional scripting from Boroski

A fictional, alternate reality, timeline extending from where the end of the cold war would be, transitioning into a WW3 scenario. When a radical group takes power of the white house in 1980, former allies became weary of the US intentions. Over the course of the next 2 years, ultra-nationalist sentiments from the US began to raise tensions among NATO member states. Political figures began toying with the thoughts of a “Truly united America”, often implying that the United states of America should encompass ALL of the Americas. This skepticism of US alignment lead European nations to strike a deal with the USSR countries in 1984. It helps bail out the Soviet Union before their collapse and allows them to resurge back into a “golden age”. This all came to a head on March 16th, 1991 when the US would fully reveal their intentions, and begin an invasion of Cuba, and subsequently Mexico. The already skeptical former NATO allies would realize their suspicions were correct - the US was seriously considering a full scale invasion of the rest of North America. Although the U.S. has been kicked out of NATO at this point, the alliance is officially dissolved. A new alliance is formed in it’s place, to combat the overtly hostile US ambitions. EUASTA (European Asian Treaty Alliance) is formed, composed of the former members of the NATO, and adds the newly allied the USSR and China. The other Warsaw PACT nations follow in the footsteps of the USSR, and join as well. With a common enemy, the world puts aside their conflicts, and refocuses their ambitions. The U.S. has re-aligned the rest of the world, with a common goal to protect the continental america’s against a vicious threat to global stability.

It would soon be discovered that EUASTA is not just warranted… but necessary. The US’s covert strides in Naval and Air technologies, was well beyond what any national intelligence agencies had believed they were. It would take far more than any single nation to match the strength the US had been secretly amassing.

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Act I - The Blessed Sun Children

1. Slayer of Monsters
Off the coast of Mississippi, part of the Navys secret project with Ingalls Shipbuilding has been completed - one of Project Whiteshell twins. The USS Nayén BBG-91 (formerly the USS Iowa BB-61) emerges into the Gulf of Mexico. There is no time for sea trials though, Nayén needs to sprint up the east coast and reunite with the rest of the Whiteshell taskforce.

2. Na'ahjilt'a
After being spotted, Nayénzgan raised the alarm bells for the USSR and they have begun sending reinforcements to Cuba. This is a concerning setback, however Operation Sacred Sun must push forward. Nayén Will make a Sprint for Key West, alone, and prepare to assist in securing the Florida Straits.

3. Born of Water
While Nayén prepares for the assault on Havana, Ylkai and Tobadz are tasked with traveling to the Mayport Naval Base, then towards the Florida straits to assist in the upcoming assault. However, the Soviets had a similar plan...

4. Family Reunion
The Sacred Sun, almighty father, looks upon his sons. The hero twins of legend: Monster Slayer and Born of Water. With the divine weapons gifted to them, they set forth to rid their lands of the monsters that plague them...

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MODS REQUIRED NOTE:

The required mods are listed in the recommended load order hierarchy. Although the two are now compatible from what I understand, I personally test missions with Twilight of Empires loaded above Red Storm Arsenal as it was originally made with that restriction.

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So this set of missions was a lot. I spent a good bit of time and put a lot of thought into not just the missions, but the lore and story of the world as well. Although not very realistic, I really wanted to make use of some of the more interesting mods i've come across. The majority of the assets used (and plan to be used) come from The Red Storm Arsenal and Twilight of Empires, which have quickly become some of my favorite packs yet. ToE is not implemented much in Act I but I plan to use quite a few of the ships in future acts.

As always, feedback is always appreciated and thank you for playing through my story!
The best way to let me know about your experience or if you have any issues with getting stuff to work is to message me in the #sp-scenario-discussion channel in the BuOrd Naval Modding Discord: https://discord.gg/vc8uAVH6Sh
39 Comments
Epileptix  [author] 29 Sep @ 3:49pm 
Dej -
Sorry for the late reply, but the carrier issue was actually resolved after you comment in the last update I pushed. The ships in ToE changed slightly so the ship needed to be replaced with a different one. The listed Mod load order is correct. It shouldn't really matter anymore, but generally I list them that way because it's the way I know works as intended.
vdmaack 22 Sep @ 8:23am 
Epileptix: thanks I changed the langage and it's fine (a bit slower than normal game) but fine.
Dej 20 Sep @ 7:23am 
Fixed the missing carrier in Mission 3, I tried several things including disabling other mods and swapping load order, but I think the one that fixed it was putting ToE above RSA for the Load Order and sorting the rest of the mods as recommended, as it wasn't originally like that.
Epileptix  [author] 18 Sep @ 7:54am 
Dej - I am taking a look at this issue now. Currently, it seems to be working fine on my end, but someone in the Discord also informed me of the same issue.
Epileptix  [author] 18 Sep @ 7:53am 
vdmaack -
Do you play in a language other than English?
Dej 18 Sep @ 2:33am 
Is there only supposed to be a single ship under your command in Mission 3? The briefing says Ylkai and Tobadz but only a single Iowa spawns
vdmaack 17 Sep @ 8:43am 
I have "Missing Text" a bit everywhere (weapons, vehicule names, radars, formations)...Does someone know how to fix this?
Green_Gammafox 11 Sep @ 4:55am 
Epileptix - That's awesome! Can confirm it works, many thanks for your work :)
Epileptix  [author] 10 Sep @ 8:33pm 
Green_Gammafox - Scratch that last comment. I was able to find the issue and it has been updated with a fix. Mission 1 should no longer have that issue.

Also, Anchorchain and Sealifter are no longer required for the campaign! :)
Epileptix  [author] 10 Sep @ 7:35pm 
Green_Gammafox -

I jumped on to test this out and am having the same issue. I'm looking into which unit is causing the null reference error and will be removing or replacing it.

As for the Anchorchain & Sealifter thing, I'm currently working on swapping out the units from mods other than ToE & RSA so that Sealifter won't be a required dependency. It should make a lot of the problems most people report back not be as much of an issue. I'll hopefully have an update to this out by tomorrow, and if not, by this weekend for sure. Until then, feel free to use the F10 menu to just unlock the text event after mission 1 and you should be able to play through the rest of the campaign (I checked the other missions and they all seem to work properly still)