The allows the players to use the same auto-purchase mechanics that the
AI uses. The behavior is very bad, but it's no worse than what OPFOR
deals with.
There's a lot that needs to be improved before this is really a good
choice for the player:
* Option to adjust budget balance between front lines and airbases.
* Disallow negative budgets (which incidentally will cause more aircraft
to be purchased, since the armor purchases currently accidentally
spend the aircraft budget).
* Buy less randomly: https://github.com/Khopa/dcs_liberation/issues/361.
* Obey parking limits.
* Use the delivery events rather than instant delivery (also allows the
player to cancel orders they don't want).
Fixes https://github.com/Khopa/dcs_liberation/issues/362
For now this is mostly behavior preserving. I slightly improved the
ability to buy units when multiple front lines exist by removing full
bases as candidates, but it should be a minor change at best. A larger
improvement will come later.
This is also written such that it will work for the player as well. The
procurer currently runs for the player but with all the options off, so
it does nothing. The next patch allows adds options for the player to
use auto-procurement.
This adds both player and enemy income multiplier options. Note that
previously the AI was only getting 75% of their income. I've changed
that to give them their full income by default since the player can now
influence it.
Had too many long range SAMs and not enough medium range SAMs. Balanced
that out a bit and added many of the fixed SAM positions on the map as
possible target locations.
It looks like the SA-15s were something delivered a few years later than
this. The SA-10s are also more recent, but they have been using SA-5s
for quite some time and until those are available in DCS the SA-10 makes
a reasonable approximation.
* Modfied frontline vector to ensure start point stays outside of
exclusion zone. (Previously it could be up to 100m inside)
* Change randomization in offset distance from frontline to be based
on a percentage of the unit type's fixed offset instead of the
width of frontline.
(Prevents units from being far from their expected distance from
frontline)
* Change visualgen to use the same frontline vector calculation as the
unit spawns
Every mission generated after the first each time Liberation was
skipping all of the plugins (including the base plugin) because they'd
already been loaded on a previous generation and the list wasn't
cleared.