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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 never spawn survivors.