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Crew System
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
- Template:TTL in the object
- The chance of them escaping is determined by
- [[[
- Template
- TTL]]]Template:TTL
- The infantry that escaped is determined by
- in RA
- Hardcoded to E1
- in TS
- [[[
- Template
- TTL]]]Template:TTL, Template:TTL, Template:TTL
- in RA2/YR
- [[[
- Template
- TTL]]]Template:TTL, Template:TTL, and side-specific Template:TTL/Template:TTL/(in YR) Template:TTL.
- The amount of survivors is determined by
- in RA
- [[[
- Template
- TTL]]]Template:TTL
- in TS
- [[[
- Template
- TTL]]]Template:TTL and Template:TTL
- in RA2/YR
- [[[
- Template
- TTL]]]Template:TTL and side-specific Template:TTL/Template:TTL/(in YR) Template:TTL
Notes
- The Template:TTL infantry is created only from destroyed Construction Yards, separately from the regular survivors, free of charge.
- The Template:TTL 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 that spawn survivors in later games will spawn them in mid-air, screwing up the movement logic and forcing the spawned infantry unit to remain fixed at the position it was spawned at, including at the same height.