Changed AI behaviour: haulers no longer try to land on the site. A helicopter holds a low hover
clear of the crate and sets its load down from there.
A lost crate run is re-flown by a different aircraft instead of being quietly dropped.
A wrecked or stuck hauler hands its airframe back rather than holding a faction slot all mission.
Construction may go slightly over a faction's AI aircraft limit (AI/SlotOverdraft), so a faction
whose slots are taken by the air war can still get a crate out.
Material is counted in tonnes, not containers. A 6 t pallet and a 10 t container both count toward
the same manifest line, and either can be flown to satisfy it.
1.0.0
The AI can build it for you. A Construct Building objective now has an AI will construct this
checkbox; tick it and the objective's faction flies the whole job in itself.
Haulers are real sorties that can be shot down, and each costs an airframe out of faction supply.
New AI config section: sortie caps, supply reserve, pacing, rotorcraft preference, and the
fixed-wing drop parameters.
Works in singleplayer and multiplayer. Older missions load unchanged with the checkbox off.
0.9.0
Every player can build, not just the host. Clients send their choice to the host, which builds and
broadcasts the site list back.
Pilots get paid for logistics: delivering a load credits score and funds, and a completion bonus is
split between everyone who flew loads. Both are configurable under Rewards.
0.8.0
Rank scaling is gone. Every aircraft has its own explicit material manifest and build interval in
the catalogue asset, from 4 loads to 24.
0.7.0
Per-airframe factory tuning: each aircraft can have its own material cost, its own build interval,
or be switched off entirely.
The probe file now opens with an aircraft roster listing every airframe with its exact jsonKey.
0.6.0
Construct Building is a real objective type, with a build dropdown and a draggable target marker.
Outcomes attach to it like any stock objective.
The 0.5.0 build: naming convention stays as the vanilla-compatible fallback.
0.5.0
Mission designers can require construction: a WaitSeconds objective named build:... completes
when the matching construction finishes. Supports count=, near= and radius=.
ConstructionOps.sites.txt now lists everything built this mission and every build: objective's
current count.
0.4.0
Nothing commits without a confirmation showing the real material bill.
Aircraft factories cost more material for a higher-ranked airframe.
The catalogue moved into an authored asset so it can be retuned without touching code.
0.3.0
The build panel is per-site and opens by clicking a site on the map.
Sites draw with a structure icon at a legible size, and show the icon of what they are becoming.
0.2.0
The feature itself: drop a Construction Crate, pick what to build from the map panel, fly in the
materials, and a real networked damageable building appears.
Six builds: radar station, munitions bunker, aircraft shelter, vehicle depot, aircraft factory and
nuclear warhead plant.
Placement is validated for slope, water and overlap, because the game validates none of it.
A warhead plant is refused unless the faction owns warhead storage.
0.1.0
First build. Read-only: dumps ConstructionOps.probe.txt on the first mission load and changes
nothing in game.
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