Advanced Casualty Cap and Failing / Adding Tasks
Posted: Fri Nov 09, 2012 1:17 am
I have a grand vision (not really grand, but it's a vision, and may or may not be drug-induced). I'm in the process of developing a series of TvT's, and I want to encourage the idea of a combat-ineffective platoon retreating and licking its wounds rather than losing all its units. Part of it is that I'm hoping to incorporate a degree of persistence into this campaign-ish thing (keep an asset, and it may help you in some way in the next mission or the one after that), and part of it is that I like the idea of a weaker force breaking contact instead of charging gloriously into a fusillade of death.
I know that I can use the Advanced Casualty Cap in order to cause another script to execute once, say, the Takistani militiamen are at 30% effectiveness. My question is this: How do I cause the Advanced Casualty Cap to cancel the objective and create a new objective (withdraw across an arbitrarily determined line) that would trigger a "Enemy won, but we saved some of our guys" ending for the defeated force and a "We won, but we weren't able to kill them all" ending for the victors.
Or should I not pursue this line of inquiry due to a party preference for orders of a "Not One Step Back!" variety?
~ Ferrard
I know that I can use the Advanced Casualty Cap in order to cause another script to execute once, say, the Takistani militiamen are at 30% effectiveness. My question is this: How do I cause the Advanced Casualty Cap to cancel the objective and create a new objective (withdraw across an arbitrarily determined line) that would trigger a "Enemy won, but we saved some of our guys" ending for the defeated force and a "We won, but we weren't able to kill them all" ending for the victors.
Or should I not pursue this line of inquiry due to a party preference for orders of a "Not One Step Back!" variety?
~ Ferrard