diff --git a/changelog.md b/changelog.md index 6a873d60..b0f8e3c9 100644 --- a/changelog.md +++ b/changelog.md @@ -7,6 +7,7 @@ Saves from 2.5 are not compatible with 3.0. * **[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. * **[Campaign]** Ground units can no longer be sold. To move units to a new location, transfer them. * **[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. +* **[Campaign]** Non-control point FOBs will no longer spawn. * **[Campaign AI]** Every 30 minutes the AI will plan a CAP, so players can customize their mission better. * **[Campaign AI]** AI now considers Ju-88s for CAS, strike, and DEAD missions. * **[Campaign AI]** Fix purchase of aircraft by priority (the faction's list was being used as the priority list rather than the game's). diff --git a/game/data/building_data.py b/game/data/building_data.py index e6cd4ba9..5688fcb8 100644 --- a/game/data/building_data.py +++ b/game/data/building_data.py @@ -8,7 +8,6 @@ DEFAULT_AVAILABLE_BUILDINGS = [ "oil", "ware", "farp", - "fob", "power", "derrick", ] @@ -21,7 +20,6 @@ WW2_GERMANY_BUILDINGS = [ "ww2bunker", "allycamp", "allycamp", - "fob", ] WW2_ALLIES_BUILDINGS = [ "fuel", @@ -30,7 +28,6 @@ WW2_ALLIES_BUILDINGS = [ "allycamp", "allycamp", "allycamp", - "fob", ] FORTIFICATION_BUILDINGS = [ diff --git a/game/theater/start_generator.py b/game/theater/start_generator.py index 5fd5f882..2fbb7c57 100644 --- a/game/theater/start_generator.py +++ b/game/theater/start_generator.py @@ -845,12 +845,7 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator): return True def generate_fob(self) -> None: - try: - category = self.faction.building_set[self.faction.building_set.index("fob")] - except IndexError: - logging.exception("Faction has no fob buildings defined") - return - + category = "fob" obj_name = self.control_point.name template = random.choice(list(self.templates[category].values())) point = self.control_point.position