Refusing Surrender?
Posted: Sun Dec 30, 2018 4:48 pm
Hello Robotron or anybody who has input on the subject of refusing surrender!
Here is the only script I could find on the subject:
unction OfferSurrender(faction)
if faction.alliance.id ~= playerAlliance.id then
PopupSurrender(faction)
elseif game.type == Game.TYPE_SINGLE then
return AISurrenderDecision(faction)
end
end
function RefuseSurrender(faction)
SetFactionMorale(faction, 5)
if faction.morale <= 0 then
Log("Adjusting morale for: " .. faction.name)
faction.morale = 5
end
end
The refusing surrender option is perplexing to me.. It seems to say there is no, or little change to a faction NM that has been refused surrender.
This appears to have differed from the original refusal script, whereas a refused surrender resulted in an increase of NM to the refused faction and IIRC it was an increase of +20 to +30 NM, plus (maybe I could be wrong) a 20 to 30 PP bonus. In effect it allowed the refused faction the capability to possibly work it's way out of the dismal state that brought them to "0" NM in the first place. Which to me seemed appropriate which made the decision of accepting a surrender, or refusing a surrender of more value.
The reason I know about the original script about accepting or refusing surrender happened to me as France back in 2013. My MP opponent accepted France's surrender offer, which eliminated my wining intact fleets and eliminated all the units in the production queue. Then guess what? He DOW on France the next turn...!!! That's what I call a scumbag dog of a player, stuff like that is absolutely dirty..!! But the one thing I noticed at that time was why he did what he did; If he refused surrender France would have gained (XX) amount of +NM and (XX) amount of bonus PP. As I feel it should be today. I fully realize the game has changed and is a dead horse for updating, I just want some members to know about what they missed out on from the original game scripts and also the awaking of myself today of the blundering change from the devs.
Here is the only script I could find on the subject:
unction OfferSurrender(faction)
if faction.alliance.id ~= playerAlliance.id then
PopupSurrender(faction)
elseif game.type == Game.TYPE_SINGLE then
return AISurrenderDecision(faction)
end
end
function RefuseSurrender(faction)
SetFactionMorale(faction, 5)
if faction.morale <= 0 then
Log("Adjusting morale for: " .. faction.name)
faction.morale = 5
end
end
The refusing surrender option is perplexing to me.. It seems to say there is no, or little change to a faction NM that has been refused surrender.
This appears to have differed from the original refusal script, whereas a refused surrender resulted in an increase of NM to the refused faction and IIRC it was an increase of +20 to +30 NM, plus (maybe I could be wrong) a 20 to 30 PP bonus. In effect it allowed the refused faction the capability to possibly work it's way out of the dismal state that brought them to "0" NM in the first place. Which to me seemed appropriate which made the decision of accepting a surrender, or refusing a surrender of more value.
The reason I know about the original script about accepting or refusing surrender happened to me as France back in 2013. My MP opponent accepted France's surrender offer, which eliminated my wining intact fleets and eliminated all the units in the production queue. Then guess what? He DOW on France the next turn...!!! That's what I call a scumbag dog of a player, stuff like that is absolutely dirty..!! But the one thing I noticed at that time was why he did what he did; If he refused surrender France would have gained (XX) amount of +NM and (XX) amount of bonus PP. As I feel it should be today. I fully realize the game has changed and is a dead horse for updating, I just want some members to know about what they missed out on from the original game scripts and also the awaking of myself today of the blundering change from the devs.