Nuclear Option
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Latest version
1.1.0
Last Updated
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11
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238KB
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Changelog

1.1.0

  • 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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