Yes, it was the same.dickesKind wrote:Hello Joe,
thank you for your answer.
I see that this poblem is not easy too fix. But I hope you still look for a way to do it.
The current AT-gun-situation is horrible
I can't remember if it was the same in BA1?
The problem increasing the crew is that BA shows as many ATs icons (or any type) as men are in the crew, so one way will be adding a new attribute "crew" and left the number of men to 1. For example a mortar is showed as two men with a mortar each one.JoeMiller said… increasing the crew/hits it can take may help, but I know Iain has said elsewhere that adding extra crewmen wouldn't help due to the mechanic used.
When a unit is fired there is a random to kill each man in the unit, when a member is killed the probabilities for killing the second man is halved and so on. When hitting an infantry you have x% of probabilities to kill the first man, and if killed, x/2 % to kill the second one, if killed also the second man, the possibilities goes to x/4 for the third, and so on, so it's very improbable that you kill a whole infantry BUT you have the same possibilities to kill the whole AT/GUN that you got on killing the first man. So, now, the same hit may leave your LMG with only one man, but alive, but kills the whole 88 AT.
If guns had several men crew, for example, a hit could have killed a man of the new attribute "crew", and the gun will continue alive and firing (at less accuracy, or only one shot per turn, as one man less in crew, etc.).
This involves modifying several scripts, when a unit with "crew" gets a kill, this will reduce "crew" NO its attribute "ManCount".
Also "Revive" bonus, or any other action that affects "ManCount", must work different when type unit has "crew".