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- Moved some wrong placed INI values in the correct section
- Fixed missing INI properties in Data\Ja2_Options.INI and Data-1.13\Ja2_Options.INI - Added missing INI properties in Data\Skills_Settings.INI git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2034 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
+28
-12
@@ -1098,6 +1098,20 @@ NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
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AUTO_COLLAPSE_INVENTORY_ON_TURN_END = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: TRUE
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; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE).
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;------------------------------------------------------------------------------------------------------------------------------
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ADD_PASSENGER_TO_ANY_SQUAD = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE).
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;------------------------------------------------------------------------------------------------------------------------------
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PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -1922,6 +1936,19 @@ INDIVIDUAL_CIVILIAN_NAMES = TRUE
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SOLDIER_PROFILES_ENEMY = TRUE
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SOLDIER_PROFILES_MILITIA = FALSE
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; If set to TRUE, vehicles can be driven through tactical maps.
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ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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; 0 - No change.
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; 1 - AP deducted from vehicle are also deducted from all passengers.
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; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
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; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
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; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
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; the rag to completely erase the camo.
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@@ -2180,16 +2207,6 @@ ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
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[Tactical Cover System Settings]
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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; 0 - No change.
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; 1 - AP deducted from vehicle are also deducted from all passengers.
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; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
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; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
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; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
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;******************************************************************************************************************************
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; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
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;******************************************************************************************************************************
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@@ -2764,7 +2781,6 @@ EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1
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EXTREME_IRON_MAN_SAVING_HOUR = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -3094,7 +3110,7 @@ PRISONER_INFO_NUMBER_CHANCE = 30
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; chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers pays you ransom money
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 25
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; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
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+171
-24
@@ -1623,6 +1623,29 @@ USE_SCOPE_MODES = FALSE
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; Allow display of scope modes on weapon
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DISPLAY_SCOPE_MODES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Spotter skill
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;------------------------------------------------------------------------------------------------------------------------------
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; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter.
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; You need an item the usSpotting-tag in your hands.
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; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see.
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; Effectiveness depends on:
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; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%)
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; - lowered by being wounded or fatigues
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; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
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; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
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SPOTTER_PREPARATIONTURNS = 3
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; This variable intentionally has two meanings.
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; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
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; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away.
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SPOTTER_RANGE = 10
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; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns
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SPOTTER_MAX_CTHBOOST = 50
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;------------------------------------------------------------------------------------------------------------------------------
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; external feeding
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -1912,6 +1935,19 @@ INDIVIDUAL_CIVILIAN_NAMES = FALSE
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SOLDIER_PROFILES_ENEMY = FALSE
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SOLDIER_PROFILES_MILITIA = FALSE
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; If set to TRUE, vehicles can be driven through tactical maps.
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ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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; 0 - No change.
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; 1 - AP deducted from vehicle are also deducted from all passengers.
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; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
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; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
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; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
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; the rag to completely erase the camo.
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@@ -2052,31 +2088,120 @@ BACKPACKWEIGHT_LOWERS_AP = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Cover System Settings]
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[Tactical Enemy Role Settings]
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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; 0 - No change.
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; 1 - AP deducted from vehicle are also deducted from all passengers.
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; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
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; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
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;******************************************************************************************************************************
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; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder.
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;******************************************************************************************************************************
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; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
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; allow enemy roles, required for the following settings
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ENEMYROLES = TRUE
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; If set to TRUE, vehicles can be driven through tactical maps.
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ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE
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; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns.
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; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu):
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; - officers
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; - medics
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; - radio operators
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; - snipers
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; - mortarmen
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; - generals (a special kind of officer)
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; Default 4, values between 0 and 20.
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ENEMYROLES_TURNSTOUNCOVER = 4
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; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
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; 0 - No change.
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; 1 - AP deducted from vehicle are also deducted from all passengers.
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; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
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; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
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;******************************************************************************************************************************
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; MEDIC
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;******************************************************************************************************************************
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; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
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AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
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; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor.
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; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs.
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; Requires ENEMYROLES to be TRUE.
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ENEMY_MEDICS = TRUE
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; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain
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; This allows the AI to heal more wounded before its medkits run out
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; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0.
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ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1
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; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient
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; Default 40, values between 5 and 60.
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ENEMY_MEDICS_SEARCHRADIUS = 40
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; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount.
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; 100 is one hp. Default 500, values between 0 and 50000.
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ENEMY_MEDICS_WOUND_MINAMOUNT = 500
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; allow enemy medic to heal himself
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ENEMY_MEDICS_HEAL_SELF = TRUE
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;******************************************************************************************************************************
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; OFFICER
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;******************************************************************************************************************************
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; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this:
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; a officer with squadleader trait is considered a lieutnant, an officer with squadleader(expert) is a captain.
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; For now, a officer grants boni to the entire enemy team present:
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; - a bonus to suppression resistance
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; - a percentage bonus to morale
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; - a bonus to team surrender strength
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; Important: Only the bonus of the highest officer present counts.
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; Requires ENEMYROLES to be TRUE.
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ENEMY_OFFICERS = TRUE
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; for every officer, the enemy team needs at least this many soldiers total
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ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10
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; maximum number of officers the enemy team may ever have
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ENEMY_OFFICERS_MAX = 4
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; The boni listed here are for lieutnant, they are doubled for captains.
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; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50.
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ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10
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; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
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ENEMY_OFFICERS_MORALE_MODIFIER = 0.1
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; bonus to surrender strength (used when the player asks the enemy to surrender).
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; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
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ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1
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;******************************************************************************************************************************
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; GENERALS
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;******************************************************************************************************************************
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; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old
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; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are -
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; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector
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; and try to assassinate the generals.
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; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small
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; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player
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; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky.
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; Generals are important targets, as long as they are alive, the enemy will get significant boni to
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; - its decision speed
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; - its travelling speed
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ENEMY_GENERALS = FALSE
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; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely.
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; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move
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; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
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ENEMY_GENERALS_NUMBER = 5
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; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them
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; Default 4, values between 0 and 10.
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ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
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; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions,
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; making the game more difficult.
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; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%.
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; Default 0.05, values between 0.0 and 0.1.
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ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05
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; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this
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; speeds up enemy AI travel times per general alive GLOBALLY.
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; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%.
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; Default 0.03, values between 0.0 and 0.1.
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ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Tactical Cover System Settings]
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@@ -2085,6 +2210,20 @@ AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
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; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
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;******************************************************************************************************************************
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; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
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COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15
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; This tell how much a stealth value of 100 will decrese the sight range of an enemy.
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; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
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COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50
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; This is similar to STEALTH_EFFECTIVENESS.
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; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
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COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50
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; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
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COVER_SYSTEM_STANCE_EFFECTIVENESS = 10
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; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
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; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
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COVER_SYSTEM_LBE_EFFECTIVENESS = 20
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@@ -2970,17 +3109,23 @@ PRISONER_INFO_NUMBER_CHANCE = 30
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; chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers get you ransom money
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; chance that interrogated soldiers pay you ransom money
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PRISONER_RANSOM_CHANCE = 25
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; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
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; Interrogation first removes admin prisoners, then regulars and then elites
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; Interrogation first removes admin prisoners, then regulars then elites and then officers (see Tactical Enemy Role for an explanation on officers)
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; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia
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; special prisoners do not exist... yet.
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PRISONER_INTERROGATION_POINTS_ADMIN = 80
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PRISONER_INTERROGATION_POINTS_REGULAR = 100
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PRISONER_INTERROGATION_POINTS_ELITE = 140
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PRISONER_INTERROGATION_POINTS_SPECIAL = 250
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PRISONER_INTERROGATION_POINTS_OFFICER = 250
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; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
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; See also Tactical Enemy Role Settings for this
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
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PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
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;------------------------------------------------------------------------------------------------------------------------------
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; Helicopter Repair
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@@ -3384,6 +3529,9 @@ MIN_LOYALTY_TO_TRAIN_MILITIA = 20
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; This controls how fast town militia gets trained.
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MILITIA_TRAINING_RATE = 4
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; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished.
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MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia,
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; and are almost as well-trained as enemy Blackshirts.
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@@ -3878,7 +4026,6 @@ CLOCK_SPEED_PERCENT = 150
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ENEMY_CLOCK_SPEED_PERCENT = 150
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;------------------------------------------------------------------------------------------------------------------------------
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; Timeslice in microseconds. The frequency that the screen is refreshed.
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; At normal speed the clock is updated every 16 milliseconds.
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@@ -740,6 +740,9 @@ COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
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; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy
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COVERT_ELITES_DETECT_NEXTTILE = TRUE
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; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
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COVERT_DETECTEDIFBLEEDING = FALSE
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;******************************************************************************************************************************
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||||
;******************************************************************************************************************************
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[Radio Operator]
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@@ -778,6 +781,12 @@ RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
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; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
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RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
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; if frequencies are jammed, bombs cannot be activated/defused by remote
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RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS = FALSE
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; if a enemy radio operators jams frequencies, there is a 5% chance that he will activate remote bombs/defuses
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RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Snitch]
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@@ -808,3 +817,15 @@ SAME_ASSIGNMENT_BONUS = 20
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; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
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; (-25 - 25)
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MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
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; Reputation gain per day if snitch is happy (0 - 100)
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PASSIVE_REPUTATION_GAIN = 3
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; Hearing range bonus (0 - 100)
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HEARING_RANGE_BONUS = 1
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; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0)
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PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0
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||||
|
||||
; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0)
|
||||
PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0
|
||||
|
||||
Reference in New Issue
Block a user