Last active 54 minutes ago
You can up the spawn radius for aircraft to 4km and that usually works fine.
There's some new tasks in dev too ;)
ALIVE_autoGeneratedTasks = ["MilAssault","MilDefence","CivAssault","Assassination","TransportInsertion","DestroyVehicles","DestroyInfantry","SabotageBuilding","InsurgencyPatrol","InsurgencyDestroyAssets","Rescue","CSAR","CAS","DestroyBuilding","OCA"];
The latest 3 are aimed at flyboys.
Great! Thanks for letting us know!
Some good ideas. It should be reasonably straightforward to add in code that reduces civ hostility based on:
Increasing civ hostility:
As for Civ behaviour - the civ pop system today very much supports managing their behaviour, so its not a stretch to do the following:
Civ hostility low:
Civ hostility high:
Just need a developer to pick this up! ;)
The MACC HQ is automatically added as an objective for OPCOM, so that troops are sent to garrison it. Troops in the way are frustrating, maybe we can add a check when setting waypoints that a waypoint is not on or near a runway. Thanks for the feedback!
Which map? Aircraft should taxi and takeoff. The only thing stopping them is a mix of BIS AI and something in the way of the jet. After a period of time the jet will be moved and launched into the air - clearing the runway.
Are you using a custom military object module? You should be able to place that and populate troops that way. CQB relies on enterable buildings.
Ok, did you test with Quick Start? Operation Landlord is super old and recommend not using it.
Join in Progress
If you get your position and loadout returned fine on exit and reconnect, then this will be fixed properly in next release