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Remove non-CP FOBs.
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@ -7,6 +7,7 @@ Saves from 2.5 are not compatible with 3.0.
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* **[Campaign]** Ground units can now be transferred by road, airlift, and cargo ship. See https://github.com/dcs-liberation/dcs_liberation/wiki/Unit-Transfers for more information.
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* **[Campaign]** Ground units can no longer be sold. To move units to a new location, transfer them.
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* **[Campaign]** Ground units must now be recruited at a base with a factory and transferred to their destination. When buying units in the UI, the purchase will automatically be fulfilled at the closest factory, and a transfer will be created on the next turn.
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* **[Campaign]** Non-control point FOBs will no longer spawn.
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* **[Campaign AI]** Every 30 minutes the AI will plan a CAP, so players can customize their mission better.
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* **[Campaign AI]** AI now considers Ju-88s for CAS, strike, and DEAD missions.
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* **[Campaign AI]** Fix purchase of aircraft by priority (the faction's list was being used as the priority list rather than the game's).
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@ -8,7 +8,6 @@ DEFAULT_AVAILABLE_BUILDINGS = [
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"oil",
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"ware",
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"farp",
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"fob",
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"power",
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"derrick",
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]
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@ -21,7 +20,6 @@ WW2_GERMANY_BUILDINGS = [
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"ww2bunker",
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"allycamp",
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"allycamp",
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"fob",
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]
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WW2_ALLIES_BUILDINGS = [
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"fuel",
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@ -30,7 +28,6 @@ WW2_ALLIES_BUILDINGS = [
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"allycamp",
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"allycamp",
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"allycamp",
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"fob",
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]
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FORTIFICATION_BUILDINGS = [
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@ -845,12 +845,7 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
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return True
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def generate_fob(self) -> None:
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try:
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category = self.faction.building_set[self.faction.building_set.index("fob")]
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except IndexError:
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logging.exception("Faction has no fob buildings defined")
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return
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category = "fob"
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obj_name = self.control_point.name
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template = random.choice(list(self.templates[category].values()))
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point = self.control_point.position
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