Heh, sweet. Thanks!
I changed:
averageCasualties = AttackAverageOfDistribution(targetDetachment, role, attackAction, currentAttackCount);
to
averageCasualties = 5 * AttackAverageOfDistribution(targetDetachment, role, attackAction, currentAttackCount);
and changed
--local maximumDeviation = 2;
to
--local maximumDeviation = 10;
Tests show the damage is both increased and the Attack/Ratio is preserved, but I'm not sure if the random deviation +/- also got a 5x bump. It's not critical anyway.
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