What this mod does?
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This SP mod makes game longer and gives you oportunity to taste all bitterness of trully uprising such as lack of valuables or countering enemy superiority in numbers and equipment.
It is more difficult to liberate sectors, get salvage, freed hostages etc.

You need
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Game patched to v1.0.2
Mod launcher

Installation
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Copy all files from the archive into the game directory /mods. Activate mod in mod launcher.

Closer info
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- Guerrilla reiforcements modified. You can meet first volunteers around 15 morale points but if you raise support of citizens to 100, you can overwhelm EDF in some situations.
- Accessibility of key upgrades modified. For example now you have to use grinder with explosive ammunition because rocket launcher will be unlocked in later game stage. But this fact won't do grinder useless then, it has same damage but much faster rate fo fire. Disadvatage is absence of heat seeking. The whole game is carried in this spirit of compromises.
- Sniper rifle has smaller magazine and is much less accurate, if you shoot without scoping.
- Heavy tank is slighly tougher, its projectile has very high damage against vehicles and has small explosion.
- Medium tank is slighly weaker and less accurate, its projectile has low damage against vehicles but has big area of effect lethal for inrantry and better against buildings.
- Game is livelier. There are more people on Mars, more EDF, guerrilla members and civilians.

- Marauder squads are huge threat. They have high amount of members and have better weapons. 
- Don't try to face EDF on open areas. Buildings and covers are more important. Mountains are nessesary place to hide agains heavy armors.
- Thermobaric rocket lancher tweaked. Lethal for everything in medium blast radius, good ammo restocking in guerrilla ammo boxes.
- Area defense actions are longer.
- AI uses granades in all missios and actions.
- EDF Convoys are much more tougher
- EDF control points in every sector increased so it is more difficult to liberate sectors for better war fellings.
- Heavy combat walker is equipped by two heavy rapid fire miniguns now. With rockets is was overpowered against structures. It's firing from miniguns looks and sounds better, cooling has been modified, has much higher firerate but less accuracy and prefire delay has been added.
- EDF reinforcements regiments modified. There're some little changes in reinforcement squads. There's propability, mainly during red alerts, EDF send biger battle regiment of tanks supported by artillery or air squadron.
- Cost of upgrades increased so you have to think, which one you really need.
- MGs modified, they're less accurate but overheating tendency decreased too. Cooling of overheated MG takes much more longer.
- Salvage rewards for completing missions depend only on morale level in sector *2. So support of citizens is even more important.
- Healing takes longer, but begins immediately after hurt.
- Modified tank guns, medium tank is less accurate. Thnaneir reload times increased.
- For destroying EDF heavy armors you get more salvage.
- Heavy rocket walker modified, it's weapon now have very little effect on structures.
- Weapons of EDF Flyers are less accurate.
- Ammunition for guerrilla weapons is easy to obtain (ammo boxes), for hi-tech EDF weapons it is quite difficult (droped by dead soldiers).
- Alerts changes. You can evade to EDF atention only during yellow alert. To delete orange or red alert levels you have to find safehouse.
- Heavy weapons such as tank turrets or airship weaponry have decreased fire rate and increased spread. This gives player more possibilities to evade or hide agains heavy regiments.
- You have much more salvage from destroyed heavy EDF armors.
- You can carry three times more amount of ammo for bullet weapons (pistol, assault rifle...) and two times more for others.
- You can carry very high amount of ammunition for hi tech EDF weapons such as rail driver and gauss rifle but getting it is quite difficult.
- Tweaked last mission. Getting top of the mountain is long and there're many guerrilla members and marauders supporting you during this effort. EDF has air support and Roth has strong guards.
- Attack on guerrilla safehouse in Badland is much heavier. You'll need good managing of resources to complete this important mission.

- Snipers are much more accurate.
- Morale points income halfed. Don't provoke EDF with low morale support of citizens, because they can easily outnumber and surround you withnout any help from them.
- Player death penalty increased. If EDF kills uprising hero, citizens' morale get hit hard.
- All EDF squads have more members, their property has better security and stronger checkpoints.
- Alerted EDF is much more agressive. Incoming EDF APCs are big threat, they are FULL of good trained soldiers.
- There're better EDF soldiers. You can meet well equiped officers, snipers and heavy defended members more often, especially in high alert levels.
- EDF soldiers with riot shields are tougher.
- Sniper rifle headshots are lethal.
- Peacemaker and double barrel shotguns modified. They're very lethal in close range combat but annoying in mid range combat and at far. Fire rate decreased. Your enemies with this weapons are very dangerous.
- Grinder discs is lethal for all infantry units including heavy shielded ones.
- Bullet weapons damage inflicted to vehicles decreased.
- Minor difficulty levels tweaks. (regeneration rates, enemy shot spead...)
- Sledgehammer replaced by pistol
- Pistol is more useful weapon thank to increased headshot multiplier, so if you're good shooter, pistol can be more effective than assault rifle.
- Hi-tech weapons such as rail driver or gauss rifle have increased headshot multipliers.
- Guerrilla members are slighly tougher.
- Upgrade more nanites makes from nano rifle weapon of doom. It can dissaseble one armored vehicle or human being by one shot but it takes some seconds.
- M.O.A.B. is much more stronger and useful. It can blow up whole memorial bridge in Badland sector or small bases, but its large blast attracts EDF soldiers in whole area.
- Raids are more difficult and longer. You'll feel really war.

Recommendations
---------------
Play on Hard or Insane difficulty for proper game feelings

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If you have any ideas how to improve this game and makes it one more step better give feedback on Moddingsource.4fan.cz

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0 comments by TichondriusCZ on Mar 7th, 2014

This version only adds hammer replacement option in the mod manager as a response to many feedbacks from users that don't like pistol in the first weapon slot. This patch is compatible with save games from previous versions.

Protracted rebellion v3.0.1 - Hammer is back
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Protracted rebellion v3.0.1 - Hammer is back

Protracted rebellion v3.0.1 - Hammer is back

Mar 7, 2014 Full Version 0 comments

This version only adds hammer replacement option in the mod manager as a response to many feedbacks from users that don't like pistol in the first weapon...

Protracted rebellion v3.0

Protracted rebellion v3.0

Jan 15, 2014 Full Version 9 comments

Click for more info about this version changes...

Protracted rebellion v2.6b

Protracted rebellion v2.6b

Dec 30, 2013 Full Version 0 comments

Click for more info about this version changes...

Protracted rebellion v2.0.0

Protracted rebellion v2.0.0

Dec 23, 2013 Full Version 0 comments

Click for more info about this version changes...

Protracted rebellion v1.3.3

Protracted rebellion v1.3.3

Dec 14, 2013 Full Version 0 comments

Click for more info about this version changes...

Protracted rebellion v1.3.1

Protracted rebellion v1.3.1

Dec 13, 2013 Full Version 0 comments

Click for more info about this version changes... Previous version 1.3.0 downloadable for approximately 20 hours causes freeze on title screen...

Post comment Comments  (0 - 10 of 48)
GaryGibbon
GaryGibbon Feb 6 2014, 6:22pm says:

Ok, having played it for some time, I can say some things.
First things first, Medium Tanks are incredibly underpowered. They do hardly any damage to anything, have a hilariously long reload time, and are slow and clunky to pilot. This needs to be addressed in the next release.

Secondly, the morale system. The penalty for dying is very, very high. Too high - I saw my 100 morale drop to 25, and it takes bloody ages to build it up to 100. Even at 100 morale you don't get much - the swamping the EDF in numbers part? Doesn't happen, unless the Marauders randomly spawn wherever you're fighting, and when that happens you're ******. 100 morale needs not only to be easier to get, it needs to actually have some sort of benefit to it - I want to see armies of colonists with Peacekeepers, Sniper Rifles, heck, even some Gauss rifles thrown in there.

Thirdly, control. Dust has nearly 1000 points of control. What the ****. I've almost done everything that Dust has to offer and I'm still only at 250. The way that the control system works needs to be redone - lessen the amounts of points/increase the amounts of points each thing reduces.

Now for some bugs:
EDF soldiers on foot when on green alert will sometimes vanish into thin air, never to be seen again.
EDF vehicles will spawn right in front of you in any level of alert. I ruined a hostage arrest as on transit to rescue the hostages two scout cars teleported right in front of me, which led to the hostages being shot.
The ammo cabinets and crates will not resupply the Arc Welder with the full amount of ammo - to get a full load of 999 bolts you have to die or fail a mission and NOT use an ammo crate, otherwise it resets to 200.
EDF Riot Ops (orange with shield) sometimes have Marauder shotguns.
If you pick up the Gauss rifle in dust or the rail driver from Halvar Gunnarsen you cannot resupply them in Dust or Parker. No idea if this is intentional or not.

+2 votes     reply to comment
TichondriusCZ
TichondriusCZ Feb 12 2014, 1:57am replied:

Morale drop from 100 to 25 after death? It is not possible. Penalty for kill player is set to approximately 12 on Hard difficulty.
Marauders spawning only in certain areas, not anywhere.
Dust can be liberated only after deastroy ALL EDF property. Every checkpoint, chemical silo and antenna must be down. Almost all radio missions have to be done (2 convoys, 3 courier chases, 2 defend raids in residental areas at the south) and some timed deliveries from other sector to dust.

About that EDF teleportation bug I know but it seems it is problem of game engine but trying to minimalize this in every release. It seems game badly recognizes spawning distance from the player.
I personaly feel this bug only during few raids, not too much.
Do you have Arc max ammo upgrade? Restock amount of ammo from ammo crates depens on sector morale level.
Riot shielded EDF with shootgun isn't bug. This troops are very lethal in close combat.
Early unreloadable EDF hi tech weapons is intended. In rare cases you can reload them from dead marauders.
These weapons has big max ammo capacities.

+1 vote     reply to comment
GaryGibbon
GaryGibbon Feb 21 2014, 7:55pm replied:

note,: it didnt go from 100 to 25 in one go. But the rate at which it goes down is VERY fast. Either the morale needs to be increased or penalty decreased.
Dust I am alright with being high morale.
Medium Tank however is really really underpowered to the point where i cannot complete the heavy metal mission in dust. You can only kill up to 15 jeeps with the tank before it dies on average, and when you climb out you get mobbed by o#about 3 tanks, 6 gauss keeps and a gajillion soldiers. Medium Tank needs to have its anti tank abilities brought up highly.

+1 vote     reply to comment
TichondriusCZ
TichondriusCZ Feb 26 2014, 7:40am replied:

So your death rate have to be very fast.
Check gameplay video here with that dust heavy metal mission with medium tank. You'll see it's possible. I did it on first attempt.
I'm playing this game with this mod over and over again withnout problmes. Trying to find some bugs or gameplay unintended elements. If something is too difficult for you, try to daecrease difficulty settings..

+1 vote     reply to comment
Brainlaag
Brainlaag Jan 26 2014, 11:22am says:

Hey there, nice mod so far, the only problem I have is that I need to run my game in forced DX9 mode due to issues with textures and light sources. My question is, how can I force DX9 with the Mod Manager?

+1 vote     reply to comment
Brainlaag
Brainlaag Jan 26 2014, 11:50am replied:

Nevermind, figured it out :D

+1 vote     reply to comment
TichondriusCZ
TichondriusCZ Jan 30 2014, 1:19am replied:

Can you explain how did you fix this? Just for case if anyone other will have this problem?

+1 vote     reply to comment
Brainlaag
Brainlaag Feb 23 2014, 6:00am replied:

Sure but it's a very stupid fix.

The game seems to run DX9 once it's gets out of focus. The best way to avoid that is to either spam click on your desktop once you start up the game, or drag a window around until your game starts (a folder f.ex). This doesn't always work so it takes a couple of attempts but it's the only way I could avoid DX10 and the graphics glitches. By checking the options you can see if you are in DX9 or DX10 mod. With DX10 there are additional options to choose from, like Ambient Occlusion.

+1 vote     reply to comment
xqdcss
xqdcss Jan 23 2014, 3:33pm says:

I have to say that 1 year ago when I started to mod RFG I wanted to make the game harder so I modified some of the squads,their loadout,some spawns,made some little tweaks to each territory.I bumped the EDF control in each sector to like 1000,2000 and so on and during the game I got stuck because I didn't have anything to do in order to lower the EDF control.Lowering the control from the territorries.xtbl didn't do anything so I couldn't revert the mistake and since then I have never player RFG again because I got ****** from being stuck.

Before giving up on playing the game,I had remembered about that gameplay mechanic which gets introduced once you finish the last mission:the possibility to replay any guerrila action whenever the **** you want.Also,the courier,convoy and EDF raid missions start to repeat as well.I don't know whether you noticed or not,if you finish a guerrila action postgame you can still lower the EDF control eventhough you already have it down to 0.

So what I tried to do was to enable the guerrila actions be replayable before you finish the game,so you can bump the EDF control to whatever big number you want like 3000 and make the game much more longer and enjoyable.Just imagine you trying to liberate Parker and you have to do a lot of hostage rescues or repel a lot of EDF raids.Now that's what I call hardcore gameplay.But I didn't find any solutions to activate the replayability of guerrila actions so I haven't played the game since then.I'm wondering if you can find a solution to this.

+1 vote     reply to comment
TichondriusCZ
TichondriusCZ Jan 26 2014, 6:00am replied:

That happened to me too. Only 2 points of EDF control left but because of that I could not liberate Badlands. Then I figured out time delivery missions don't give any points reduction, I found code and raised it to 5 and could continue in the game. Because of that this mod gives control points reduction for time deliveries. You even need Badlands deliveries to liberate Dust and some of them have to be in pro time.
About that high amount of EDF control - I don't think this will be fun. Imagine that you have to do 20-30 SAME house arrest missions.
The biggest problem I see in RFG is spawning of convoys and all other radio mission. Some of them can't be spawned before accomplishing of last mission on Mount Vogel.
I think, replayable guerrilla action can be done by mark some story mission as last in the codes. This should open all guerrilla action but destroyed story of the game and some another gameplay aspects...
Now I'm trying to creating my own guerrilla action and misssion but it is very user uncomfotable. Don't know if any of it be ever done.

+2 votes     reply to comment
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Red Faction: Guerrilla Icon
Platform
Windows
Developed By
TichondriusCZ
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Official Page
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Release Date
Released Nov 19, 2013
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Third Person Shooter
Theme
War
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Single, Multiplayer & Co-Op
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