kalarhan 说:
why? The generated map is under a set of rules (based on the worldmap location), like where are the rivers, the forests, the roads/bridges, if it is a hill/valley, and so on. From that you can apply some rules to choose good places for a ambush by using things like trees to hide the ambushing army.
A cool system is the one used by TW (Total War), which you can watch on Youtube if you dont play the series.
Ambushes may not be that complicated to implement, the main issue is making the AI make good (believable) decisions.
But battlefield preparation would require to either let the player (and AI for that matter) select where to put such things, or to generate them automatically.
Any of these options would require the game to recognize where is it viable/believable/useful to put traps on the battlefield.
This, along with the fact that almost every scene is procedurally generated, complicates implementing battlefield preparation.
It is already very difficult to make procedurally generated landscapes look natural enough, imagine trying to teach the game how to build useful structures over the procedurally generated terrain. It would be a huge feat if TW managed to implement a feature like this.