Hm, I was just coding a few changes into 9.1 and got to the civilian follow issue. It does work, but I see in your Terrormission data that you're using the wrong trigger: It's supposed to be ENT_MANIP2, not ENT_MANIP, since the latter targets the user himself, so you're X-COM soldiers are trying to ask themselves to follow along (And since they have no AI to understand that request it crashes.) I do see in my comments that I consider those misnamed (among several other trigger pairs/groups, since I didn't foresee all the possibilities when starting)--the '2' version should be the one targeting the user himself, as the "standard" concept of manipulation is that the effect will be on whatever you're manipulating, but I have to go through all the places it's referenced to fix that, so I'll wait until next time I make a bunch of SA modifications and additions.
For now, just change your SA to use ENT_MANIP2 and it should work as expected.
Good job on the terror mission. Certainly lots of terror units out there, though I was surprised there weren't more civilians. Only 4? I never even saw one of them--they were all killed before I got very far. Managed to take out all the aliens, but still ended up with a slightly negative score! Tough mission to do well on, but fun, especially with full sound since you can hear the civs being killed if you're not fast enough--very much the same feel as the original!
Ufopaedia.org claimed there would be 0-16 civilians. It's not fair to some extend as they are somewhat already in position while you have to enter the fray, but that's the point of the original mission. I could try to change the spawn trying to move them more or less in a single position as far away as possible from your startarea so it would be more of an race, but that are thoughts for another time.
The point i was mean about was to increase the negative points for killed XCOM members. To get a positive score i think you shouldn't lose more then 4 or 5 members (depending on which ones you lose) and do not lose your commander.
PS: Oh, killing civilians (for example to prevent them from being made into zombies) is no option here. You have to kill 4 aliens to get back the points of one civilian killed by XCOM.The point about that all is: It might be easy to win the fight, but you have to work for a good score.
I think the scoring and spawning are fine. Just turned out I didn't have many civs to save in that run. (Didn't remember you could have as few as 0 in the original--interesting.) And my score came out slightly negative mostly because I unknowingly killed a civilian--though I didn't even see where! Must've been one of those explosions... ;p Otherwise it would've been positive, so that was my fault.
Forgot to mention two things I see here in my notes: Your HWP missile explosion doesn't have any sound attached, and you have a wall called a "tall picket fence" which completely blocks vision. A picket fence shouldn't fully block LOS, so a more appropriate name would be "tall wooden fence."
Version 2.0 (first one containing elements that weren't part of the original game)
Added those sounds.
Fiddling with sniper weapons in the lightningcrew:
Light Sniper Rifle: Weakest of those rifles. Only slightly more damage than the normal rifle. Slow but accurate aimingshot and an snapshot like the rifle, only a littlebit slower (best snapshot of the sniper rifles). 8 Shots per Magazine.
Laser Sniper Rifle: Superior to the light sniper rifle in everything but the snapshot which is horribly inaccurate as you have to aim while waiting for the beam to load. Damage ranges between laser rifle and heavy laser. Unlimited Ammo like all laser weapons.
Heavy Sniper Rifle: The mother of all sniper rifles. Due to being a big bulky gun the snapshot not only is very inaccurate, but also very slow. Aiming takes even more time time like with the other sniper rifles (90% TU) and you have to load every bullet seperate. On the other hand it is the third most accurate weapon in the game (after the blaster launcher and the HWP-blaster) and it's damage is as high as other weapon's high explosives (same range as the alien grenade and the small launcher).