Home » MODDING HQ 1.13 » v1.13 Feature Requests » Help make Covert Ops possible (Sneaking through enemy lines = defeat!)
icon2.gif  Help make Covert Ops possible[message #361793] Sun, 08 November 2020 17:18 Go to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Right now, every time your covert merc(s) cross an enemy-occupied sector, you get credited a defeat, and general morale keeps plummeting until you eventually get thrown out of Arulco in tar et feathers...
That is definitely not right, and makes a covert ops game totally unfeasible. speechless


I have written a long term suggestion here, but in the meantime, could we please just externalize the "quit sector = infamous defeat" rule to some INI file, so one can disable it for covert ops games?
Pretty pretty please?

Report message to a moderator

Master Sergeant
Re: Help make Covert Ops possible[message #361794 is a reply to message #361793] Sun, 08 November 2020 17:31 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
Change MORALE_RAN_AWAY, MORALE_RAN_AWAY_COWARD in Morale_Settings.INI

In +AI r1404 I set no reputation loss for retreating from battle in HandleMoraleEvent (retreating is actually smart as it saves mercs lives), also no MORALE_RAN_AWAY event in HandleLoyaltyImplicationsOfMercRetreat if enemy team is not alerted. Also in CheckForEndOfBattle, MORALE_HEARD_BATTLE_LOST and GLOBAL_LOYALTY_BATTLE_LOST events are activated only if enemy team was alerted. Also defeat will be shown in game log only if enemy team was alerted.



Left this community.

Report message to a moderator

Lieutenant

Re: Help make Covert Ops possible[message #361795 is a reply to message #361794] Mon, 09 November 2020 14:36 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
sevenfm wrote on Sun, 08 November 2020 16:31
Change MORALE_RAN_AWAY, MORALE_RAN_AWAY_COWARD in Morale_Settings.INI
I already did this, since I consider that fighting to the last man is so 17th century... (I understand it was introduced to force the player to fight, by taunting him ("Coward! Coward!"), but it's IMHO a stupid idea.)

That been said, I noticed the issue when I was credited defeats while sending (covert) Hamous to Drassen collect some items. Being "covert", he simply walked through some enemy occupied areas, and was credited with as many instances of "cowardly fleeing in the face of the enemy"... (Note that was in 8796, in case something has changed since.)


sevenfm wrote on Sun, 08 November 2020 16:31
In +AI r1404
Is that AI in the main release? And if not, why? not sure


sevenfm wrote on Sun, 08 November 2020 16:31
Also defeat will be shown in game log only if enemy team was alerted.
Actually there shouldn't be any, even if the enemy was alerted.

To get back to my initial request, I need to be able to make hit & run attacks, like for instance blowing up a SAM and leaving without killing each and every enemy on the map. Ideally, if I manage to do that without suffering any losses I should be credited a victory of sorts, but I would already be happy if I'm not credited a defeat...

Now generally speaking, retreating from a place you cannot possibly defend should not be considered a defeat. It's called a tactical retreat. A defeat is when your fighting capacity is destroyed (army killed, facilities destroyed).
A random stretch of empty countryside is not a strategic area, so it's totally stupid to get credited a defeat for not dying defending it...

Report message to a moderator

Master Sergeant
Re: Help make Covert Ops possible[message #361800 is a reply to message #361795] Mon, 09 November 2020 17:08 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
You also need to set MORALE_HEARD_BATTLE_LOST = 0 as it is applied to other mercs (not in current sector/retreating from this sector) when MORALE_RAN_AWAY event is called.


Left this community.

Report message to a moderator

Lieutenant

Re: Help make Covert Ops possible[message #361802 is a reply to message #361800] Tue, 10 November 2020 16:47 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
sevenfm wrote on Mon, 09 November 2020 16:08
You also need to set MORALE_HEARD_BATTLE_LOST = 0
I'll try it, thanks.

But that covers the morale issues of my mercs, what about the civilians? suprised
Town loyalty rises with victories, won't it get lower with "defeats"? What happens when reputation/loyalty drops to 0?
There is no externalized setting for civilian/town morale management I know about...

Report message to a moderator

Master Sergeant
Re: Help make Covert Ops possible[message #361804 is a reply to message #361802] Tue, 10 November 2020 17:01 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
Every time you leave the sector which still has enemy forces, MORALE_HEARD_BATTLE_LOST is applied to all player mercs, and GLOBAL_LOYALTY_BATTLE_LOST is applied to all player controlled towns. Also REPUTATION_BATTLE_LOST is applied to you as leader each time MORALE_RAN_AWAY event happens (when you retreat from sector occupied by enemy), so you may find later that new mercs don't want to work with you.
MORALE_RAN_AWAY works differently if you retreat tactically (it's only applied if your forces are stronger than enemy with difficulty based ratio), or if you retreat from autoresolve/prebattle interface (in this case retreat penalty is applied always).

You can change GLOBAL_LOYALTY_BATTLE_LOST in StrategicTownLoyalty.lua so that it doesn't affect loyalty, but that would mean regular defeats will have no loyalty penalty, too.
REPUTATION_BATTLE_LOST can also be changed in Reputation_Settings.INI, with similar effect to regular battles.
MORALE_RAN_AWAY and MORALE_RAN_AWAY_COWARD can be changed in Morale_Settings.INI

So, technically you can remove all penalties for running from battle, if you don't care about effects of regular defeats.



Left this community.

Report message to a moderator

Lieutenant

Re: Help make Covert Ops possible[message #361806 is a reply to message #361804] Tue, 10 November 2020 17:43 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
sevenfm wrote on Tue, 10 November 2020 16:01
it's only applied if your forces are stronger than enemy with difficulty based ratio
What determines "stronger"? Numbers, equipment, or both?


sevenfm wrote on Tue, 10 November 2020 16:01
You can change GLOBAL_LOYALTY_BATTLE_LOST in StrategicTownLoyalty.lua so that it doesn't affect loyalty, but that would mean regular defeats will have no loyalty penalty, too.
Great! Cheer leader

I don't care about "regular defeats", a guerilla hit & run game won't have many "regular" victories or defeats.
(I'll probably conquer Drassen airport to be able to get supplies, but that's about all. And I'll fortify it with elite militia so I don't have to reconquer it every second day...)


sevenfm wrote on Tue, 10 November 2020 16:01
REPUTATION_BATTLE_LOST can also be changed in Reputation_Settings.INI, with similar effect to regular battles.
MORALE_RAN_AWAY and MORALE_RAN_AWAY_COWARD can be changed in Morale_Settings.INI
Thanks!
That should do it!

Of course it's not perfect, but at least it makes "pure covert ops" games possible.

Report message to a moderator

Master Sergeant
Re: Help make Covert Ops possible[message #361807 is a reply to message #361806] Tue, 10 November 2020 17:49 Go to previous messageGo to next message
Deleted.

 
Messages:2648
Registered:December 2012
Location: Russian Federation
Only health and breath are taken into account, with this formula to apply morale penalty:
PlayerStrength() * (2 + DiffLevel) >= EnemyStrength()
Where PlayerStrength() and EnemyStrength() are calculated as sum of individual strengths:
uiStrength = pSoldier->stats.bLife * (pSoldier->bBreathMax + 100) / 200;



Left this community.

Report message to a moderator

Lieutenant

Re: Help make Covert Ops possible[message #361811 is a reply to message #361807] Wed, 11 November 2020 15:12 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
sevenfm wrote on Tue, 10 November 2020 16:49
Only health and breath are taken into account
suprised

Thanks.

So it doesn't matter if they're carrying rusty .38 or tactical nukes? All right, before fleeing I'll have all my mercs do pushups till they're breathless... big grin

[Updated on: Wed, 11 November 2020 15:12]

Report message to a moderator

Master Sergeant
Re: Help make Covert Ops possible[message #361945 is a reply to message #361811] Fri, 27 November 2020 19:05 Go to previous message
kiwiphoenix is currently offline kiwiphoenix
Messages:3
Registered:November 2020
Thank you for asking this topic, Kurt. I was having the same problem for the same reasons.

Report message to a moderator

Civilian
Previous Topic: Allow vehicle movement in water / useable boat
Next Topic: Pie in the sky dream request: Demoville for modern v1.13
Goto Forum:
  


Current Time: Sun Jun 29 05:24:09 GMT+3 2025

Total time taken to generate the page: 0.00598 seconds