Title:           Tour de Force
Version:         1.50
Created:         Sept 2002
Author:          Kronzky
Email:           kronzky@hotmail.com
WWW:             www.contrex-us.com/games/ofp


Required Versions/Addons: 
=========================
OFP Resistance 1.85

official BIS Addons:
AH64 
BMP-2
CH47 
HMMWV
XMS 

unofficial Addon:
Reallights (included - created by Lester, lesterpgruber@gmx.de)
AIREastMedicTent (included - Modified version of AIRWestMedicTent by Assassinator, www.assassinator.de)              
              
Installation:    
=============
Copy SP_Tour_de_Force.pbo to your Missions folder
Copy Reallights.pbo to your Addons folder


Description:     
============
Several civilians have been captured when they tried to flee from occupied Nogova.
One rescue team that had been sent in, already failed.
It is your job now to liberate the civilians as well as the captured soldiers.
The first group of POWs is held at a camp in the country-side.
To reach the second group you have to take control of a ferry to cross the bay, and extract them from a convoy. 
If you fail to ambush the convoy, you will have to take over the (heavily guarded) convoy destination point.


Notes:           
======
The mission's priority is re-playability.
A lot of the enemy units are placed at random locations and use random waypoints, which makes predicting their behaviour or approach path nearly impossible.
Even though the storyline offers the objectives sequentially, they can also be finished in any order chosen.
There are several alternative ways of completing the objectives, and, even though one starts out without any armored vehicles, it is possible to utilize several that are around.
The mission can also be played at any time of the day (features dynamic lighting).

Another priority was realism. Enemy troops are positioned at locations that make sense.
They are not dropped into the middle of nowhere, just to surprise you, and won't jump into battle unless they have no other choice. 
All units exist from the beginning of the game, and while some may be hiding out, none of them are created out of thin air, or 'teleported' into play when there's a need for them.
They are also not on alert status unless there's a good reason for it (e.g. your group has been spotted).
Some of them (only in Veteran mode) are rather smart, though. If you are detected by some enemy troops, others will use that information about your location and may try to sneak up on you from the rear.

Since friendly units are closely intermixed with enemy units, fire discipline is extremely important. 
Even though the mission will not be aborted if friendly units are killed, the scoring system will assign severe penalty points for those instances.

There are also some significant differences in the mission, depending on the mode it's played in. 
Some enemy units will only appear in veteran mode, and others will behave differently, depending on the mode selected.



Debug/Cheat Mode:      
=================
The mission contains a debug mode that allows certain special functions.
To activate it, throw a few grenades at the pallet next to the farm near the drop off zone.
You will get a hint popup to inform you that the debug mode has been activated.
Most features in the radio menu will be obvious, but the move command (9) works like this: 
Activate the 'Move to Marker' function via radio, bring up the map, and click on the spot you want to be transferred to. 
If you use the Shift key when clicking the map, the whole team will be transported.
There is also a 'Get Detected' command which causes some enemy units to change their alert status, and others to persue the detected unit (in this case the player).





Hints: (read at your own risk!...)
==================================
Insertion:
• You can exit the chopper at any time during the insertion, in case you want to try a different tactic.
• The crew of the shilka that attacks you (and gets blows up in the confrontation) often survives, and will persue you after a while.
• Shortly after your landing an enemy chopper will come in to survey the situation. Better find cover before it arrives.
• There *is* a way of gaining control of this fully armed chopper. But that's all I can say...
Varta:
• If you get detected, watch your surroundings - several units will try to sneak up on you from all sides. 
  You might have to use tactics like circling back, diversions and split groups to deal with them.
• If you order the crew of the shilka to disembark, it's easiest to kill them as soon as they exit the vehicle. 
• An anti-aircraft weapon is stored at the control center.
Ferry:
• When trying to get hold of the ferry, don't attack it before the crew has exited. If the crew or the landing guards are alerted, the ferry won't dock, and you are looking at a long walk...
Convoy:
• If you get detected when setting up your convoy ambush, the convoy will take a detour (this might also happen randomly).
• Occasionally the convoy will travel much faster than normally (you will be informed of this), which means you will probably have to attack them in Mokropsy. They will also increase their speed the moment the convoy sees you.
• The prisoners are assigned randomly to one of the trucks. 
• Apart from the spot near the safe house, another good place for ambush in the junk yard at Fc40.
• Try blocking the road to make the ambush easier.
Mokropsy:
• If you fail to stop the convoy, bring some anti-tank weapons along (LAWs or Satchel Packs).
• When the convoy reaches Mokropsy, the escort BMPs will be abandonded, and can be taken over.
• There are two patrol units positioned randomly at a distance to the camp. Watch your back when you attack.
Escape:
• To get to the escape island you can utilize one of the boats in the junkyard. If you can't get it into the water, use a car to push it.