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View Full Version : Preventing Auto-Ceasefires And Auto-Surrenders


Znarf
07-12-2003, 12:16 PM
I'm able to prevent auto-surrenders from the AI (or human) by adding a reinforcement due on the last turn and setting the probability of arrival at 1%. Note that the manual states that surrenders will not occur when one side has reinforcements on the way. Preventing a surrender may be desired for an exit scenario, for example, in which human player must exit units off the map - this forces the human player to fulfill the objections even if he has completely defeated the AI, since the total of his exiting units may cause a stalemate, or even a loss, if the units are not exited. This simulates missions in which breakout/exploitation is the objective, and not necessarily crusing the enemy (download my "Blood River" scenario at the Scenario Depot for an example).

Is it possible to prevent a ceasefire in the same manner? For example, I have designed scenarios in which the AI and Human have agreed to a Ceasfire. However, examination of the AI units shows that the AI could have continued the fight and eventually crushed the Human opponent. Thus, the human opponent may end up with a marginal defeat rather than a comptele loss. Can the human opponent and the AI be precluded form an auto-ceasefire by adding reinforcements on the last turn and at a 1% probability of showing up? The manual is silent on this.

Joachim
07-14-2003, 10:14 AM
AI ceasefire is sometimes caused by lack of ammo. If the AI has lots of units, but most are routed, broken or out of ammo, it can't crush the human player.

I once had a battle against the AI who was at 10% ammo from the start. I knew it would accept my ceasefire as soon as I hit the button.

OTOH the AI auto-ceasefired when I was low on ammo for most units, but the few remaining shells and the ammo of 3 relatively fresh plts (initial ammo level 40%) would have captured one more big flag. It was a draw...

Gruß
Joachim