SUPER DUPPER WIP EXPECT BUGS Tactical AI Surrender System Developed by: MAD [Hk]
Players now
0
Servers
2
Rating
92%
50 votes
Subscribers
-
12,265 downloads
Busiest servers running it 2 in total
All serversPlayers on servers with it
daily, last 30 days
Details
- Author
- MADs of Wars
- Version
- 0.0.5
- Size
- 1.9 MB
- Licence
- APL
- Game version
- 1.6.0.119
- Likes
- 0 / 0 dislikes
- Published
- 4 Apr 2025
- Updated
- 7 months ago
- Workshop ID
- 650757664AC33970
Recent adoption
30 days: +6 −5 ↑0
- − Fox's server 0.0.5 3d ago
- + Fox's server 0.0.5 4d ago
- − Jedinica 0.0.5 1w ago
- + ITA BRG PVE Light 0.0.5 1w ago
- − ITA BRG PVE Light 0.0.5 1w ago
- + Jedinica 0.0.5 1w ago
- − Jedinica 0.0.5 2w ago
- + Jedinica 0.0.5 2w ago
- + [RU|EU|UA]Hardcore Realism Conflict HQ Command[All Platform]PVPVE|Welcome to my Server[Game Zone] 0.0.5 2w ago
- + Laughing 0.0.5 3w ago
- − "Lifeguard" B/1/8 CAV(A) 0.0.5 3w ago
Requires
2Often used with
8Version history
5-
v0.0.5 1.9 MB 20 Feb 2026
-
v0.0.4 1.9 MB 19 Feb 2026
-
v0.0.3 1.9 MB 5 Apr 2025
-
v0.0.2 1.9 MB 4 Apr 2025
-
v0.0.1 1 KB 4 Apr 2025
Description from the Workshop
SUPER DUPPER WIP EXPECT BUGS ## Tactical AI Surrender System **Developed by:** MAD [Hk] ### Description This mod adds a dynamic surrender system for AI units in Arma Reforger, fully configurable through ACE Mission Header settings on dedicated servers. When an AI group is reduced to its last combat-capable soldier, that unit may surrender based on a base chance plus tactical context (nearby allies/enemies, wounded allies, incapacitated allies, and self-health). After surrendering, the unit remains surrendered for a minimum delay. If it is not captured, it will run release checks (escape attempts) using a configurable chance model and retry system. ### Main features * Last-man surrender trigger. * Tactical chance modifiers based on nearby force balance. * Wounded/incapacitated ally impact on morale. * Self-health impact on surrender and release. * Minimum surrender duration before the first release check. * Configurable retry interval and maximum retry checks. * Captured units do not self-release. * Perception-based neutrality option (without permanently changing the real faction). * Automatic AI combat-state recovery when leaving surrender (including after unconscious/alive transitions). ### Notes * All probability/weight fields use normalized values from 0.0 to 1.0. * 0.75 means 75%. * Final surrender/release chance is always clamped to 0.0..1.0. --- ## Minimal example (legacy style) ```json "m_ACE_Settings": { "m_CaptiveModSettings": { "m_fRenditionChance": 0.75, "m_fReleaseDelayMinutes": 2.0, "m_fReleaseChance": 0.75 } } ``` ## Full example (recommended, current defaults) ```json "m_ACE_Settings": { "m_CaptiveModSettings": { "m_fRenditionChance": 0.75, "m_fReleaseDelayMinutes": 2.0, "m_fReleaseChance": 0.75, "m_bUsePerceivedNeutrality": true, "m_bUseNearbyForceModifier": true, "m_fNearbyScanRadiusM": 120.0, "m_fAllyInfluencePerUnit": 0.05, "m_fEnemyInfluencePerUnit": 0.08, "m_fNearbyModifierC...