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Crew System: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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;Whether this object has crew which can escape is determined by | ;Whether this object has crew which can escape is determined by | ||
;;:{{ | ;;:{{f|Crewed|link}} in the object | ||
;The chance of them escaping is determined by | ;The chance of them escaping is determined by | ||
;;:[{{ | ;;:[{{f|General|link}}]{{f|CrewEscape|link}} | ||
;The infantry that escaped is determined by | ;The infantry that escaped is determined by | ||
;;:in RA | ;;:in RA | ||
;;::Hardcoded to E1 | ;;::Hardcoded to E1 | ||
;;:in TS | ;;:in TS | ||
;;::[{{ | ;;::[{{f|General|link}}]{{f|Crew|link}}, {{f|Technician|link}}, {{f|Engineer|link}} | ||
;;:in RA2/YR | ;;:in RA2/YR | ||
;;::[{{ | ;;::[{{f|General|link}}]{{f|Technician|link}}, {{f|Engineer|link}}, and side-specific {{f|AlliedCrew|link}}/{{f|SovietCrew|link}}/(in YR) {{f|ThirdCrew|link}}. | ||
;The amount of survivors is determined by | ;The amount of survivors is determined by | ||
;;:in RA | ;;:in RA | ||
;;::[{{ | ;;::[{{f|General|link}}]{{f|SurvivorRate|link}} | ||
;;:in TS | ;;:in TS | ||
;;::[{{ | ;;::[{{f|General|link}}]{{f|SurvivorRate|link}} and {{f|SurvivorDivisor|link}} | ||
;;:in RA2/YR | ;;:in RA2/YR | ||
;;::[{{ | ;;::[{{f|General|link}}]{{f|SurvivorRate|link}} and side-specific {{f|AlliedSurvivorDivisor|link}}/{{f|SovietSurvivorDivisor|link}}/(in YR) {{f|ThirdSurvivorDivisor|link}} | ||
== Notes == | == Notes == | ||
*The {{ | *The {{f|Engineer|link}} infantry is created only from destroyed Construction Yards, separately from the regular survivors, free of charge. | ||
*The {{ | *The {{f|Technician|link}} infantry is created when the destroyed object performed a special function such as {{Tt|Radar=yes}}. | ||
*Survivors from jumpjet VehicleTypes are spawned in the air, but magically appears on ground level when you attempt to move it. | *Survivors from jumpjet VehicleTypes are spawned in the air, but magically appears on ground level when you attempt to move it. | ||
*If the vehicle is in motion when it is destroyed, survivors will not be spawned. | *If the vehicle is in motion when it is destroyed, survivors will not be spawned. |
Revision as of 07:49, 27 November 2009
This page explains how the Crew System (survivors from destroyed objects) works.
if this object has crew which can escape then roll a random number if it is larger than a certain percentage then multiply the object's cost by the survivor rate divide this over the appropriate divisor round that amount up and spend it on the appropriate survivor infantry
- Whether this object has crew which can escape is determined by
- Crewed in the object
- The chance of them escaping is determined by
- The infantry that escaped is determined by
- in RA
- Hardcoded to E1
- in TS
- in RA2/YR
- [General]Technician, Engineer, and side-specific AlliedCrew/SovietCrew/(in YR) ThirdCrew.
- The amount of survivors is determined by
- in RA
- in TS
- in RA2/YR
- [General]SurvivorRate and side-specific AlliedSurvivorDivisor/SovietSurvivorDivisor/(in YR) ThirdSurvivorDivisor
Notes
- The Engineer infantry is created only from destroyed Construction Yards, separately from the regular survivors, free of charge.
- The Technician infantry is created when the destroyed object performed a special function such as Radar=yes.
- Survivors from jumpjet VehicleTypes are spawned in the air, but magically appears on ground level when you attempt to move it.
- If the vehicle is in motion when it is destroyed, survivors will not be spawned.
- Regardless of settings, VehicleTypes and AircraftTypes(RA) seem limited to one survivor per object.
- In RA, the survivors from AircraftTypes were spawned as parachuters falling down, however, the logic appears to have been removed from the later games, and AircraftTypes never spawn survivors.