Operation Sunset: The Battle for Badme (1999)

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Correcaminos
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Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

Image

Final Version V1.39


Hi everyone,

After a week of intense work in the editor, I’m excited to share the beta version of my new scenario: "Operation Sunset".

I chose this specific setting for two main reasons: my absolute passion for the Su-27 Flanker, and my belief that the Ethiopian-Eritrean War (1998-2000) is a "forgotten conflict" that deserves more representation in CMO. What happened around the village of Badme was unique: WWI-style trench warfare fought under the cover of high-tech 4th Gen fighters, often flown by foreign mercenaries.

I have tried to keep the scenario dramatic and historically faithful to the plight of the Ethiopian 20th Mechanized Division. They have just breached the enemy lines, but they are now exhausted, low on ammo, and about to be encircled in a massive counter-attack.

Technical Details: Setting up specific Triggers and Lua scripts has been quite a challenge for me, but I believe I finally achieved the desired effect—especially regarding the logistics/cargo drops and the "Broken Arrow" command & control events.

I need your help: I would appreciate it if you could give it a try and help me test it. I am looking for feedback on:

Balance: Is the air threat (Eritrean MiG-29s) manageable or too overwhelming?

Scripting: Do the victory conditions and special events trigger correctly on your end?

Atmosphere: Does the scenario convey the urgency of saving the ground troops?

Any suggestions, bug reports, or ideas on what to add/modify are more than welcome. I really want to polish this mission to the standard this conflict deserves.

Download link attached below.

Thanks in advance and good hunting!

Alberto "Correcaminos
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Operation Sunset Flanker Duel 1999 v1.39.rar
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Last edited by Correcaminos on Fri Jan 23, 2026 6:08 pm, edited 17 times in total.
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by HalfLifeExpert »

I'll check this out. I've also become a fan of the Flanker in recent years myself.
I think that's possibly the best non-western Gen-4 fighter.
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

HalfLifeExpert wrote: Fri Jan 16, 2026 11:09 pm I'll check this out. I've also become a fan of the Flanker in recent years myself.
I think that's possibly the best non-western Gen-4 fighter.
Thanks for helping me test the mission. Honestly, it has been quite an effort, but I think it was worth it. What could be better than watching Su-27s vs. MiG-29s in action? I really hope you enjoy it!
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by tylerblakebrandon »

Excited for this. I enjoy when smaller powers get the spotlight. Usually more mentally interesting than clubbing seals.
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Knightpawn »

You are on fire:-)
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

Changelog V1.27

Fixed enemy CAP missions (improved patrol logic and timing).

Added advanced IADS Lua scripting (integrated radar blinking and SEAD survival logic).
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Nikel »

Thanks for the new scenario.

Impressive presentation and a change from the Caribbean sea :)





SPOILERS ALERT


v1.26 tested.

Some things noticed in the gameplay for your consideration:


The Hinds are completely lethal vs the Eritrean land forces, their ADs are not very effective.

In general the Eritrean side is passive, look at the expenditures. I never saw the MiGs.

There are some dramatic messages that are not corresponding with what is happening on the ground, no barrages, no infiltration (yet) on the Badme salient. I suppose this is difficult to correlate.

There are also no diversionary attacks to the air bases (just an idea).

Assab is an airport, not a port, it is where the ship Dahlak is going.

Triumph is too cheap, 100 points, I got 650.

I would add penalization for destroying neutrals.

The supply drop successfully fired 2 times, intended because there are 2 cargo ACs?

The supply ship is sunk, the cargo is delivered and the land forces attacking Badme destroyed, and there are still many hours left with apparently nothing to do. I would add an end of scenario message when the 3 objectives are accomplished.



AS OF: 27-Feb-99 05:47:26

SIDE: ETHIOPIA
===========================================================

LOSSES:
-------------------------------


EXPENDITURES:
------------------
4x 12.7mm Yak-B Burst [100 rnds]
6x 30mm Gsh-30-2 Burst [50 rnds]
18x 73mm 2A28 Grom HE
2x AA-10 Alamo A [R-27R, MR TSARH]
16x AT-6 Spiral [9M114 Kokon]
12x FAB-500M-54 GPB
12x RBK-250-PTAB CB [30 x PTAB-2.5 Anti-Tank Bomblets]
5x S-13B 122mm Rocket [Penetrator]
256x S-5K 57mm Rocket



SIDE: ERITREA
===========================================================

LOSSES:
-------------------------------
2x 23mm ZU-23-2 [Type 89 APC]
6x BM-21 Grad MLRS
15x BMP-1 [AT-3 Sagger B] IFV
1x Commercial Drillship - 2nd Generation
5x GAZ-66-11
2x MB.339A
1x RK Osa II [Pr.205U]
4x SA-6a Gainful [2P25] TEL
6x SA-7b Grail [9K32M Strela-2M] MANPADS
12x T-55 Main Battle Tank
4x Ural-4320
1x Vehicle (Straight Flush [1S91])


EXPENDITURES:
------------------
80x AK-230 30mm/65 Twin Burst [50 rnds]



SIDE: Civil
===========================================================

LOSSES:
-------------------------------
3x F-6A Farmer [MiG-19P Copy]
2x Generic Semi-Trailer Truck


EXPENDITURES:
------------------
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Nikel »

Just noticed you had already posted a new version.

These lua errors also happened in my test with v1.26.

LOG: SA-6 Radar Active. Player warned of HARD LOCK.
Exception: [string "CachedChunk"]:59: attempt to call a nil value (global 'ScenEdit_SetEventState')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)

Exception: [string "CachedChunk"]:59: attempt to call a nil value (global 'ScenEdit_SetEventState')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

Thanks Nikel , all corrected :D

Changelog: Operation Sunset - V1.28

Logic & Scripting:

New Advanced IADS (Lua): Implemented a smart Eritrean radar management system. Radars now utilize "Blinking" tactics and automatically shut down (Panic Mode) upon detecting HARM/Anti-radiation missile launches.

Stability Fixes: Added safety filters (nil checks) to radar scripts to prevent crashes/exceptions during high time compression.

Victory Conditions: Decisive victory threshold set to 600 points. Upon reaching it, the scenario no longer ends abruptly; the player receives the victory confirmation but can choose to "Play On" to clear the map or exit.

Rules of Engagement (ROE): Added a penalty script. Destroying civilian units now deducts -50 points and triggers an ROE violation alert.

Gameplay & Balance:

Eritrean Artillery: Generic attack logic replaced with specific artillery batteries providing sustained fire.

Frontline Immersion: Added visible "Trench" units in the Badme sector so the enemy artillery bombardment is visually impactful and creates a sense of urgency.

Surprise Air Raid: Implemented a surprise Eritrean aerial ambush event.

MANPADS Threat: Added SA-16/18 teams and ZSU-23 units infiltrated into valleys and combat groups to challenge Hind helicopter operations.

Narrative & Briefing:

Geographical Correction: Fixed a Briefing error (changed Assab to Massawa as the ship's destination).

Tactical Clarity: Clarified Briefing orders (Hinds are assigned to frontline defense; Su-25s to deep strikes/rear area).

Radio Messages: Updated the "Jamming" message to "Intercepted Communications" to better reflect the presence of new ground-based anti-air ambushes.
"Si vis pacem, para bellum."
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

Nikel wrote: Sat Jan 17, 2026 10:42 am
The supply drop successfully fired 2 times, intended because there are 2 cargo ACs?
It's intentional; Ethiopia had two C-130s that could perfectly perform this task. Each resupply drop grants reinforcements and points. This is the event that has been the most difficult for me to reproduce, but it seems to work perfectly. :lol:
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Nikel »

v1.28 tested. Average result this time with 225 points.



SPOILER ALERTS.


The scenario is much better now IMO, mode difficult and the intended battles Flankers vs MiGs happened in my testing.

Some stuff noticed:


The lua errors described above are still happening.

Dahlak is approaching Assab, still in the description.

You have chosen a drilling ship not a merchant ship to represent the Dahlak, deception? :)

How to do the sinking is not explained in the description/briefing, while the other 2 objectives are. I used the Migs 23 both times, FAB-500 bombs.

Massawa is also an airport not a port.

The cargo mission is not cited in the briefing, only in the description.

The special message "too high" should appear only 1 time, or it will be annoying ;)

It may appear even after one of the drops is successful, and you are below 5000 fts.

No points for Eritrean ACs shot down, not even the MiGs.

Recon platoons not very good, they do not have even binoculars.

The scenario starts with a barrage to the trenches, what is the intention of that?

The Comms officer special message font is very small, the rest are OK in my computer.



The key to the scenario in this version is to coordinate the Hinds with the Flankers, or you will lose the Hinds easily to the Eritrean ACs as happened in my testing. I had to rearm the broken ones :roll:

Also had some loses in the 20th division defending of the land attacks.

I completed the 3 objectives, deploying the cargo, destroying all the land enemy forces attacking Badme and sinking the cargo ship, and still had to continue the scenario till the end because of these losses penalizations, can it be done by objectives instead of points?




AS OF: 27-Feb-99 05:46:19

SIDE: ETHIOPIA
===========================================================

LOSSES:
-------------------------------
4x AT-4 Spigot A [9K111 Fagot]
5x BMP-1 [AT-3 Sagger B] IFV
3x Mi-24V Hind E [Mi-35]


EXPENDITURES:
------------------
57x 12.7mm Yak-B Burst [100 rnds]
10x 23mm Gsh-23L Burst [40 rnds]
16x 23mm ZU-23-2 Burst [20 rnds]
6x 30mm Gsh-30-1 Burst [30 rnds]
246x 73mm 2A28 Grom HE
83x 82mm HE Mortar
2x AA-10 Alamo A [R-27R, MR TSARH]
8x AA-10 Alamo A [R-27R1, MR TSARH]
2x AA-10 Alamo B [R-27T, MR IR]
2x AA-10 Alamo C [R-27ER, LR TSARH]
4x AA-10 Alamo C [R-27ER1, LR TSARH]
4x AA-11 Archer [R-73]
4x AT-3 Sagger B [9M14M Malyutka]
9x AT-4 Spigot A [9K111 Fagot]
19x AT-6 Spiral [9M114 Kokon]
12x FAB-500M-54 GPB
2x Generic Chaff Salvo [4x Cartridges]
3x Generic Flare Salvo [4x Cartridges, Single Spectral]
186x S-5K 57mm Rocket
18x SA-3b Goa [5V27, V-601P]



SIDE: ERITREA
===========================================================

LOSSES:
-------------------------------
6x 130mm/52 M-46 M1954 Towed Howitzer
2x 23mm ZSU-23-4 Shilka
2x 23mm ZU-23-2 [Type 89 APC]
6x BM-21 Grad MLRS
15x BMP-1 [AT-3 Sagger B] IFV
1x Commercial Drillship - 2nd Generation
5x GAZ-66-11
5x MB.339A
4x MiG-29 Fulcrum A
1x Radar (Long Track [P-40])
6x SA-16 Gimlet [9K310 Igla-1] MANPADS
4x SA-6a Gainful [2P25] TEL
6x SA-7b Grail [9K32M Strela-2M] MANPADS
12x T-55 Main Battle Tank
5x Ural-4320
1x Vehicle (Straight Flush [1S91])


EXPENDITURES:
------------------
600x 130mm/52 HE
21x 30mm Gsh-30-1 Burst [30 rnds]
66x 73mm 2A28 Grom HE
7x AA-10 Alamo A [R-27R, MR TSARH]
10x AA-11 Archer [R-73]
3x AT-3 Sagger B [9M14M Malyutka]
1x Generic Chaff Salvo [5x Cartridges]
4x Generic Flare Salvo [3x Cartridges, Single Spectral]
2x Mk82 500lb LDGP
11x SNEB 68mm Rocket



SIDE: Civil
===========================================================

LOSSES:
-------------------------------
1x Boeing 737-300
1x Boeing 737-500
1x Douglas DC-8-70 [Series 71/72/73]
4x Generic Semi-Trailer Truck


EXPENDITURES:
------------------
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

CHANGELOG V1.30 - Operation Sunset: Flanker Duel 1999


New Victory & Mission Logic
Strategic Victory vs. Scoring: * The 600-point threshold remains active for a standard victory.

However, a new Strategic Victory trigger has been added. Designing this was the most challenging part of this version due to the complexity of tracking multiple ground units. If you sink the MV Dahlak AND break the Eritrean armored spearhead, you will achieve victory regardless of your current score. This prevents players from being "trapped" in a stalemate due to air loss penalties after successfully completing all primary naval and ground objectives.

Realistic Attrition Modeling: * We have discarded the requirement for "Total Annihilation" of Eritrean forces. In real warfare, a unit is considered combat-ineffective long before the last tank is destroyed.

Victory now triggers when the invasion force reaches a 70% attrition rate. This solves the "pixel-hunting" issue of finding every single unit in the varied Eritrean OOB and reflects a realistic military collapse. Requiring 100% destruction would be neither historical nor realistic.

The "Lifeline" Reinforcement: * The C-130 cargo mission is designed as a vital support objective. While optional for the final victory, a successful delivery provides the 20th Division with the ATGM reinforcements needed to reach the 70% attrition threshold much faster, while also awarding points.

Co-pilot Logic: Regarding the repetitive altitude warnings (every 30s): they are intentional. You cannot expect to perform a combat drop from 32,000 ft. Every time the message appears, the script checks if the aircraft has reached the required drop altitude. Consider it a "verbal lashing" from your co-pilot for a poor approach, simulating the high-stress environment of a combat air-drop.


Exception Handling: Fixed the "Null Reference" and "Nil Value" errors in the Lua Log. I've hardened all events (SA-6 trap, Cargo Drop, Ship Sink) with if unit ~= nil checks and updated them to the current API syntax. I hope this stabilizes the engine; otherwise, I will let the AI handle the events natively.

Increased the font size for the Communications Officer messages to ensure better readability on high-resolution monitors.


MV Dahlak Overhaul: Replaced the drillship model with a realistic Merchant Vessel. I have also added proper port infrastructure to Massawa Port to distinguish it from the nearby airbase.

MiG-23 Mission Clarity: Detailed strike instructions added to the Briefing. To succeed, pilots must use MiG-23s armed with FAB-500s in manual, low-level bombing runs.

Ground Recon Buff: The 20th Division's Recon platoons are now equipped with Advanced Binoculars. They can now spot and mark targets for artillery at realistic combat distances.

The Mercenary Factor: Historically, both sides utilized foreign "advisors." Su-27 and MiG-29 pilots are now set to "Ace" proficiency, reflecting the lethal presence of Russian and Ukrainian mercenary pilots during the 1999 escalation.

Historical Attrition: The scenario begins with an intense artillery bombardment on the Badme trenches. This represents the historical "Verdun-like" punishment the 20th Division endured while holding the Geza Line.

Hind Sustainability: Added one additional Mi-35 Hind in operational status. Rearm and repair times have been adjusted to reflect the logistical difficulty of maintaining these airframes in forward bases like Aksum


Nikel, I really appreciate your help. Some of the scripts in this mission have been quite a challenge for me
"Si vis pacem, para bellum."
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Nikel »

Thanks for the changes in the new version.

Regarding the copilot Logic, if I am the pilot and the copilot shout at me 7 times "Too high!", I will drop him with the cargo, but without parachute :lol:

Not a high-resolution monitor here, I think the comms message was displayed correctly in the first version you posted.

Russian and Ukrainian mercenary pilots? Do you know if they were in different sides? Or mixed?

The trenches, bombarding them cause no harm to the units, and the trenches are easily restored.
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

Nikel wrote: Sat Jan 17, 2026 9:18 pm Thanks for the changes in the new version.

Regarding the copilot Logic, if I am the pilot and the copilot shout at me 7 times "Too high!", I will drop him with the cargo, but without parachute :lol:

Not a high-resolution monitor here, I think the comms message was displayed correctly in the first version you posted.

Russian and Ukrainian mercenary pilots? Do you know if they were in different sides? Or mixed?

The trenches, bombarding them cause no harm to the units, and the trenches are easily restored.
Haha :D :D :D ! If I were the co-pilot entering a combat zone to drop cargo, I’d be the one jumping out with a parachute if my pilot didn't stay low and hug the grass. I’d rather do that than be a 'sitting duck' waiting to be hunted at high altitude!

Regarding the mercenaries, they were mixed and definitely on another level compared to the local pilots. I’ve done a lot of research on this conflict, and seeing the MiG-29s go up against the Flankers is fascinating. To be honest, this scenario has been a real challenge for me; it required a lot of historical digging. It probably would have been much easier to just create a 'clash of fleets' in the Arctic.


The trenches are implemented to represent artillery fire from beyond the line of sight, making them visible to the enemy from a long distance because they are assumed to have Badme's coordinates. As I said, it's difficult to work in CMO with land units that behave like ships. CMO becomes quite a challenge when you involve ground units and complex events, like the unit-based victory logic. I still think the point-based system is more straightforward for these scenarios, but I'm curious to see how the '70% attrition' Lua script performs. At least it didn't throw any errors during my tests, and having it active alongside the scoring system should keep things balanced.Just imagine this scenario once Project Hannibal is fully implemented... it would be a completely different story! I really hope those ground combat improvements make it to the commercial version soon.

I’ve truly enjoyed designing this mission. I’ve learned a lot about this conflict and also from all of you. To be honest, I think I enjoy designing missions almost more than playing them! I believe we finally have a 'playable' version now, but I’m always open to further tweaks—I love hearing your feedback.

I guess we should start thinking about the next challenge soon, right? Maybe something in Greenland?"
"Si vis pacem, para bellum."
Nikel
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Nikel »

There is an Helion book on this topic. Some pages can be previewed on google books.

https://www.helion.co.uk/military-histo ... 8-2001.php


I guess hypothetical scenarios, like Greenland, have the advantage that you have complete freedom, because of course it has no happened. On the other hand it requires some imagination as there are no sources.

But it has not to be only a fleets battle. There can be also an invasion/defense with ground forces involved.

I still remember WWIII, a TV miniseries from the 80s, American and Soviet paratroopers fighting in Alaska in winter cammo. This could be quite similar.

Modern politics discussion is not allowed in the forum. But I guess you could also add some random political events to the scenario for more spice.


I see that you had created also several scenarios for Sea Power before. Still impressive what you can do in your second CMO scenario :)
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

I'm a bit cautious about diving into a full Greenland scenario, although I already have the concept in my head without needing to go into a nuclear escalation: a Zumwalt, a couple of Burkes, some Virginias, SSN Suffren, FFG Iver Huitfeldt, Danish/Norwegian F-35s, F-22, Rafale, Spanish F-110, P-8A... Choosing the units won't be a problem.

Yes, I have several Sea Power missions and I'll be collaborating in the closed beta. As you know, the editor is completely different from this one. I miss things from one when using the other, but both have a lot of potential, though here [in CMO] being able to work directly with HTML and LUA opens up endless possibilities. However, sometimes you can find great satisfaction in simplicity.

Well, for now, I'm not entirely sure what I'll do next, but I have a restless mind so something will definitely come up :D :D
"Si vis pacem, para bellum."
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

CHANGELOG V1.31

This update addresses Knightpawn feedback regarding Air Combat Patrol (CAP) availability and forward base logistics, ensuring the player has the necessary assets to counter the early Eritrean offensive.



Immediate Readiness: All Su-27 Flankers are now set to "Ready" status at scenario start. The artificial delay for the second flight has been removed, allowing the player to plan full-strength CAP rotations from minute zero to protect the transport aircraft.

Forward Logistics Network: Recognizing that Debre Zeyit is far from the front lines, we have overhauled the logistics at forward bases.

Mekele, Bahir Dar, and Aksum now have fully stocked magazines for Flanker operations (R-27R/T, R-73 missiles, and 30mm ammunition).

This allows aircraft low on fuel or damaged to divert to these forward airfields, rearm/refuel, and return to the fight quickly, rather than becoming stranded without munitions.


Thanks to Knightpawn for pointing out the logistical bottlenecks and CAP timing issues. ;)
"Si vis pacem, para bellum."
Nikel
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Re: [SCENARIO TESTING] Operation Sunset: The Battle for Badme (1999)

Post by Nikel »

I had no time to test v1.30, so tried v1.31 directly.



SPOILERS ALERT.


This time minor victory with 435 points.



Some things for your consideration:


2 selectable sides, Ethiopian and civil.

Land detachment near Bahir-Dar, what is its role?

Add comment to the Briefing/Description regarding Radars/ADs are obeying EMCON, to avoid surprises.

Destroyed all the land forces except the Urals trucks and the infiltrated teams and had to continue. I think the 70% event is not working.

Infiltrated hunter teams both named 1.

The Su-25 are too far away in Bahir-Dar to be useful, when they arrive to Badme area they have to RTB.

No points losses for my ACs.

When the objectives are accomplished there are still 19h to go, I would reduce the scenario length if you remove the 70% event because it is not working.

When I was just running the clock to end the scenario, some civilian losses were added to my side, -150 points :!:

26-Feb-99 15:21:38 - [Civil] Lufthansa Flight LH590 (Boeing 737-500) has run out of fuel and crashed!

26-Feb-99 16:21:38 - [Civil] Kenya Airways KQ401 (Boeing 737-300) has run out of fuel and crashed!

27-Feb-99 00:37:42 - [Civil] Ethiopian Airlines Flight 404 (Douglas DC-8-70 [Series 71/72/73]) has run out of fuel and crashed!

Lua history messages still appearing.
LOG: SA-6 Radar Active. Warning sent.
Exception: [string "CachedChunk"]:117: attempt to call a nil value (global 'ScenEdit_SetEventState')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)

Exception: [string "CachedChunk"]:117: attempt to call a nil value (global 'ScenEdit_SetEventState')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at Adfs2QqMGUifo0Ac7CVE.qLd8ynxTUEn(Object , Object[] , Adfs2QqMGUifo0Ac7CVE )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)


AS OF: 27-Feb-99 05:55:42

SIDE: ETHIOPIA
===========================================================

LOSSES:
-------------------------------
3x BMP-1 [AT-3 Sagger B] IFV
2x MiG-21bis Fishbed L
1x Su-27SK Flanker B


EXPENDITURES:
------------------
8x 12.7mm Yak-B Burst [100 rnds]
100x 23mm ZU-23-2 Burst [20 rnds]
160x 73mm 2A28 Grom HE
35x 82mm HE Mortar
13x AA-10 Alamo A [R-27R1, MR TSARH]
8x AA-10 Alamo C [R-27ER1, LR TSARH]
3x AT-3 Sagger B [9M14M Malyutka]
20x AT-6 Spiral [9M114 Kokon]
24x FAB-500M-54 GPB
3x Generic Flare Salvo [4x Cartridges, Single Spectral]
266x S-5K 57mm Rocket
4x SA-2b Guideline [SA-75M Dvina, 11D / V-750V]
14x SA-3b Goa [5V27, V-601P]



SIDE: ERITREA
===========================================================

LOSSES:
-------------------------------
6x 130mm/52 M-46 M1954 Towed Howitzer
2x 23mm ZSU-23-4 Shilka
2x 23mm ZU-23-2 [Type 89 APC]
6x BM-21 Grad MLRS
15x BMP-1 [AT-3 Sagger B] IFV
1x Commercial Container Vessel - Small Feeder [750 TEU, 9,500t DWT]
5x GAZ-66-11
4x MB.339A
3x MiG-29 Fulcrum A
1x RK Osa II [Pr.205U]
6x SA-16 Gimlet [9K310 Igla-1] MANPADS
4x SA-6a Gainful [2P25] TEL
6x SA-7b Grail [9K32M Strela-2M] MANPADS
12x T-55 Main Battle Tank
1x Ural-4320
1x Vehicle (Straight Flush [1S91])


EXPENDITURES:
------------------
42x 100mm AP
600x 130mm/52 HE
31x 73mm 2A28 Grom HE
11x AA-10 Alamo A [R-27R, MR TSARH]
6x AA-11 Archer [R-73]
9x AK-230 30mm/65 Twin Burst [50 rnds]
4x Generic Chaff Salvo [5x Cartridges]



SIDE: Civil
===========================================================

LOSSES:
-------------------------------
1x Boeing 737-300
1x Boeing 737-500
1x Douglas DC-8-70 [Series 71/72/73]


EXPENDITURES:
------------------
Knightpawn
Posts: 419
Joined: Mon Dec 02, 2024 12:28 pm

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Post by Knightpawn »

I fixed the E_Su27 destroyed event but still I feel that -100 for each SU-27 lost is too taxing and very asymmetrical compared to +25 for each Mig-29 downed
User avatar
Correcaminos
Posts: 121
Joined: Sun Jun 01, 2025 7:25 am

Re: Final Version. Operation Sunset: The Battle for Badme (1999)

Post by Correcaminos »

Thanks to your excellent reports, I have finalized the scenario. Version (v1.32) again

Changelog:

Victory Conditions: I removed the percentage-based victory script entirely, as it was causing issues with unit counting. I replaced it with a Score-based logic. The scenario now ends correctly when you sink the MV Dahlak AND accumulate enough combat score (destroying the invasion force).

(Honest note: Managing land units in detail is tough; everything would be easier with something dedicated to ground warfare like the 'Hannibal' project).

Civilian Traffic: Fixed the crashing issue.I have assigned proper destination airbases to all civilian flights so they will land safely instead of circling until they run dry.

Su-25s: Moved to Mekele (Forward Base) so they have the combat radius to engage effectively.

Scoring: Adjusted point values. High-value targets (Tanks/Jets) are now worth more points than logistical trucks.

Briefing: Added the Intel Note regarding the strict EMCON discipline of enemy radars.

Duration: Reduced scenario length to 14 hours to keep the tension high.
Last edited by Correcaminos on Mon Jan 19, 2026 11:11 pm, edited 3 times in total.
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