Fix convoy coordination, AI combat and spectator recovery

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2026-09-27 22:28:07 +02:00
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108 changed files with 4337 additions and 282 deletions
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# Random field hospitals and camps
Everon now has **three field hospitals and five field camps**. This replaces the old medical stash and eastern outpost and adds six locations. Their positions and headings are chosen again at round start. The prison, radio, four mortars and existing supply/extraction objectives remain separate.
Everon requests **three field hospitals and five field camps**. This replaces the old medical stash and eastern outpost and adds six locations. Their positions and headings are chosen again at round start. Optional sites with no safe placement are skipped for that round. The prison, radio, four mortars and existing supply/extraction objectives remain separate.
Each field site has four permanent defenders and a separate two-person mobile team, drawn from the selected enemy faction's group roster. Both groups are created once, registered with the force ledger, and receive the existing AI skill, equipment, intel and reporting systems. HQ reserves the defenders against hunting, support, courier and logistics assignments. The mobile team is eligible for delivered HQ hunting orders and otherwise defends its home assembly area. Its standing home waypoint remains available after a temporary HQ assignment ends. Losing mobile soldiers does not turn the permanent guards into replacements. Guards still fight locally and can be killed; the existing objective-defence system permits one finite relief squad after a garrison is lost.
@@ -12,7 +12,7 @@ The original medical clue route remains marked after prison escape. The other fi
Edit `addons/core/Configs/ERR/EveronSites.conf`. `GuardCount` selects the permanent roster size (1–8, or zero for the full faction group). `ResponseCount` selects a separate mobile roster (0–8). `GuardOffset` and `ResponseOffset` are rotated with the composition. Do not put a roaming `Patrol` on a permanent garrison; use its separate response team instead. The selected profile must provide usable infantry members.
`RandomClear` supports hospitals, outposts and depots as well as the existing generated objectives. Each new field site is at least 600 metres from other committed locations; unresolved fallback seeds do not reserve ground. The survey checks water, terrain variation, physical obstacles, the composition footprint, and both squad assembly areas. Each site has a bounded 12,000-candidate/30-second search and a validated authored fallback. Invalid terrain is never accepted just to satisfy a requested count; preparation reports the site's ID if placement fails. Custom scenery still needs to fit the surveyed footprint (ten metres either side of its centre).
`RandomClear` supports hospitals, outposts and depots as well as the existing generated objectives. Each new field site is at least 600 metres from other committed locations; unresolved fallback seeds do not reserve ground. The survey checks water, terrain variation, physical obstacles, the composition footprint, and both squad assembly areas. Each site has a bounded 12,000-candidate/30-second search and a validated authored fallback. Invalid terrain is never accepted just to satisfy a requested count. If both search and fallback fail, a dispensable site is removed before spawning and logged under `[site skipped]`; preparation continues. A site providing indispensable accessible radio intel cannot be skipped. Custom scenery still needs to fit the surveyed footprint (ten metres either side of its centre).
Scenario bounds are 32 sites, 24 initial groups including mobile teams, 512 stock items and 128 scenery props. The default field sites total 32 fixed defenders and 16 mobile soldiers, in addition to other mission forces. These finite limits are not performance measurements.