-- Instant intimidations if not _upgradeValueIntimidate then _upgradeValueIntimidate = PlayerManager.upgrade_value end function PlayerManager:upgrade_value( category, upgrade, default ) if category == "player" and upgrade == "convert_enemies" then return true elseif category == "player" and upgrade == "convert_enemies_max_minions" then return 500 elseif category == "player" and upgrade == "convert_enemies_health_multiplier" then return 0.25 elseif category == "player" and upgrade == "convert_enemies_damage_multiplier" then return 4.5 else return _upgradeValueIntimidate(self, category, upgrade, default) end end function CopLogicIdle.on_intimidated( data, amount, aggressor_unit ) if not managers.groupai:state():is_enemy_special( data.unit ) then CopLogicIdle._surrender( data, amount ) return true end return false end CopLogicAttack.on_intimidated = CopLogicIdle.on_intimidated CopLogicArrest.on_intimidated = CopLogicIdle.on_intimidated