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SEAD AI will only target the designated target group.
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@@ -274,6 +274,8 @@ class Event:
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ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
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player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]
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if ally_units_alive == 0:
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player_won = False
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delta = STRONG_DEFEAT_INFLUENCE
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@@ -296,11 +298,21 @@ class Event:
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else:
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delta = DEFEAT_INFLUENCE
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elif ally_casualties > enemy_casualties:
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player_won = False
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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if ally_units_alive > 2*enemy_units_alive and player_aggresive:
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# Even with casualties if the enemy is overwhelmed, they are going to lose ground
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player_won = True
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delta = MINOR_DEFEAT_INFLUENCE
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elif ally_units_alive > 3*enemy_units_alive and player_aggresive:
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player_won = True
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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delta = STRONG_DEFEAT_INFLUENCE
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# But is the enemy is not outnumbered, we lose
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player_won = False
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if cp.stances[enemy_cp.id] == CombatStance.BREAKTHROUGH:
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delta = STRONG_DEFEAT_INFLUENCE
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else:
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delta = STRONG_DEFEAT_INFLUENCE
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# No progress with defensive strategies
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if player_won and cp.stances[enemy_cp.id] in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
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@@ -27,6 +27,6 @@ class Settings:
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# Performance culling
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perf_culling = False
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perf_culling_distance = 0
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perf_culling_distance = 100
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