More burning crewmen:
You're looking into the wrong setting. LOD (Level of Detail) means how much the detail level of the flame effects will be scaled down over increasing viewer distance.
This is the right setting:
// ECP_expeff_burning_smoking_men_chance
// Burning men chance per vehicle
// Default = 50%
// set by server in MP
//ECP_public set [59, 0.5 ];
How to edit it for a chance of 90%:
/ ECP_expeff_burning_smoking_men_chance
// Burning men chance per vehicle
// Default = 50%
// set by server in MP
ECP_public set [59, 0.9 ]
To undo your changes later just comment the line again and the default value will be used.
AI surrender easily:
// AI Surrender. (Part of AI info share and DSAI)
// ==============================================
//Note: You must have AI infoshare and DSAI enabled for AI Surrender to work.
//This code is Alpha (test stage). AI will only surrender under the following conditions:
//They are fleeing.
//They are within 200m of the player (single player) or within 200m of any ECP player (multiplayer).
//Their group leader is within 100m of the unit that is fleeing (so that he surrenders also)...
//...and fulfills the above requirements.
//They are within the distance ECP_AI_surrender_dist_from_enemy (ECP_public select 68) of their "known" enemies.
//They are "man" units.
//Their side is EAST, WEST, or RESISTANCE
//They have less than or equal to ECP_AI_surrender_group_num (ECP_public select 67)units left alive in their group.
//They have less than or equal to ECP_AI_surrender_min_backup (ECP_public select 66)friendly units nearby...
//...(in other groups) that have weapons and ammo.
//Also note:
//AI in any players group will never surrender.
//AI that have surrendered that are on the players side or are allied to the players side
//can be told by the player to "Get back into the fight!" if they are close enough.
//Enemy surrendered AI can be captured (by the player only) and ordered to follow the player or halt.
//The player has the option to destroy the weapons they dropped , or he may take them.
//POWs can also be interrogated for information on enemy positions.
//The higher the rank of the POW the more info he might give you.
//POWs may not give any information at all, this is decided by the ECP_AI_interrogation_chance....
//...set in (ECP_public select 69)
//Interrogation causes damage to any POW. Excessive interrogation may kill them.
//POWs will attempt to escape if they have no guards, they will know who resistance is allied with.
//They will attempt to regain the weapons they dropped,
//failing that they will scavenge weapons from dead bodies.
//If they escape successfully they will continue on their preset waypoints.
//Once a unit has surrendered he will never flee or surrender again during the game.
//AI surrender can be switched off by anyone during a MP/SP game but can not be enabled again during that game.
// ECP_max_POWS_per_unit
// The maximum number of POWS any one ECP player may capture and hold at any one time.
// Default is 3
// defined by server in MP
//ECP_public set [60, 3 ];
// ECP_AI_surrender_chance
// The chance any fleeing unit will surrender
// Default is 0.5 (50% chance)
// defined by server in MP
//ECP_public set [65, 0.5 ];
// ECP_AI_surrender_min_backup
// The minimum number of friendly "armed" units required within 100m of a fleeing unit to stop him from surrendering.
//These must be units from different groups to the fleeing unit.
//If he has less than this number of armed friends within 100m he might surrender.
// Default is 3
// defined by server in MP
//ECP_public set [66, 3 ];
// ECP_AI_surrender_group_num
// The number of alive group mates must be this number or less before a fleeing unit will surrender.
// Default is 2
// defined by server in MP
//ECP_public set [67, 2 ];
// ECP_AI_surrender_dist_from_enemy
// The distance any "known" enemy of a fleeing unit must be within before the fleeing unit will surrender.
// Default is 50m
// defined by server in MP
//ECP_public set [68, 50 ];
// ECP_AI_west_surrender_enable
// Enable/disable WEST AI to surrender
// Default is true
// defined by server in MP
//ECP_public set [62, true ];
// ECP_AI_east_surrender_enable
// Enable/disable EAST AI to surrender
// Default is true
// defined by server in MP
//ECP_public set [63, true ];
// ECP_AI_res_surrender_enable
// Enable/disable RESISTANCE AI to surrender
// Default is true
// defined by server in MP
//ECP_public set [64, true ];
// ECP_AI_interrogation_chance
// Chance the player has of getting a successful answer during interrogation of AI POWs.
// Default is 0.33333 (33% chance) per question.
//Beware that interrogating AI will cause them damage and can kill them.
// defined by server in MP
//ECP_public set [69, 0.33333 ];
These are the possible options.
As stated above a unit has to be fleeing to surrender. I'm not sure about the outcome but there was a discussion somewhere that OFP fleeing is bugged. That could mean ECP surrender won't work at all.