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New feature: turncoats can be created from enemies and ordered to switch sides
For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=360191&#msg_360191 git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2535 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE
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; and redisguise automatically after 3 turns not seen by the enemy
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; COVERT_STRIPIFUNCOVERED = FALSE
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; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later.
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COVERT_TURNCOATS = TRUE
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; if set to TRUE, activating all turncoats within a sector requires a radio operator
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COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE
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; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
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COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Radio Operator]
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+116
-24
@@ -152,6 +152,7 @@ UNWANTED_BULLETS_REDUCTION = 5
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; Percentage reduction for APs needed to ready/raise LMGs
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PERCENT_AP_READY_LMG_REDUCTION = 10
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; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -177,6 +178,7 @@ DAMAGE_TO_TANKS_PERCENT_BONUS = 30
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; General damage except tanks increased by percentage
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HW_DAMAGE_PERCENT_BONUS = 15
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; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -205,6 +207,17 @@ CHAMBER_ROUND_APS_REDUCTION = 25
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; ON for this to make sense)
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POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1
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; The 'Focus' skill allows a merc to pay special attention to an area in their view
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; While focus is active, they have an improved interrupt chance against all targets in that area,
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; but drastically lowered interrupt chance against all targets outside.
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; Only works if center of area is in view and a gun is aimed.
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; Focus can be activated by calling the skill menu in tactical with '$' and then selecting 'Various' and then 'Focus'.
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; The radius of the area depends on how close the merc is, the area increases with distance.
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; Base radius of focus area for range 20.
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FOCUS_SKILL_RADIUS = 5
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; bonus to interrupt (penalty outside of area is twice this)
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FOCUS_SKILL_INTERRUPT_BONUS = 4
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -224,27 +237,13 @@ FIRING_SPEED_BONUS_SHOTGUNS = 10
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; restriction ON for this to make sense)
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POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1
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; Strategic map travel speed increased by a percentage if a ranger is present in group
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GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 20
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GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 10
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; Maximum of above travel time bonuses that can be stacked for one group (1 Hunter = 1 bonus, 1 Ranger = 2 bonuses,
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; 1 Ranger + 1 Hunter = 3 bonuses etc.)
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MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
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; Percentage range bonus for shotguns
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EFFECTIVE_RANGE_BONUS_SHOTGUNS = 10
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; Percentage reduction of stamina burn when travelling
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; (This only applies for ranger himself.)
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ENERGY_SPENT_TRAVEL_REDUCTION = 35
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; Percentage of weather penalties reduced
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WEATHER_PENALTIES_REDUCTION = 25
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; Percentage of ranger camouflage effectiveness increased
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; <Not Used By Now!>
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;CAMO_EFFECTIVENESS_BONUS_PERCENT = 10
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; Camouflage wear out percentage speed reduction
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CAMO_WORNOUT_SPEED_REDUCTION = 50
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; Percentage reload speed bonus for loading single shells in shotguns
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RELOAD_SPEED_SHOTGUNS_MANUAL = 15
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; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -267,7 +266,7 @@ FIRING_SPEED_BONUS_PISTOLS = 15
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; Percentage bonus to pistols range
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; (Well, this bonus can look weird, I know..)
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FEFFECTIVE_RANGE_BONUS_PISTOLS = 10
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EFFECTIVE_RANGE_BONUS_PISTOLS = 10
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; Percentage APs reduction needed to ready/raise pistols and revolvers
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PERCENT_AP_READY_PISTOLS_REDUCTION = 15
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@@ -279,6 +278,13 @@ RELOAD_SPEED_HANDGUNS_BONUS = 25
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; restriction ON for this to make sense)
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POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1
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; If set to true, revolvers (or any other gun with the <fBurstOnlyByFanTheHammer>-tag set in Weapons.xml) can access their hidden burst mode if
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; - we have this trait
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; - we use this gun with both hands
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; - we are in hipfire mode (USE_SCOPE_MODES = TRUE in JA2_Options.ini, visible by the 'eye' icon over our gun)
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CAN_FAN_THE_HAMMER = FALSE
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; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -422,6 +428,10 @@ REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
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; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only)
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NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
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; If ADVANCED_REPAIR is set to in JA2_Options.ini, items can normally only be repaired up to their item treshold.
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; Local weaponsmiths can restore this up to 100% during repair.
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; If set to TRUE, mercs with this trait can also do this.
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MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -439,6 +449,9 @@ NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
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BASE_PERCENT_SURGERY_HEAL = 10
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ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
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; if a doctor has a blood bag and chooses to use it, this percentage is added to the health amount restored by surgery
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ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG = 15
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; Determines the percentage of medical supplies are used for surgery
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MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
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@@ -476,7 +489,7 @@ MAX_NATURAL_REGEN_BONUSES = 4
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;******************************************************************************************************************************
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[Ambidextrous]
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; CtH penalty when dual shooting is reduced by this many percents
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; CtH penalty when shooting while a second items is equipped is reduced by this many percents
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PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100
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; Percentage bonus to reload speed for all magazine weapons
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@@ -736,9 +749,29 @@ COVERT_CLOSE_DETECTION_RANGE = 10
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; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse
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COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
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; elite soldiers can uncover even perfectly disguised spies if standing next to them and more expericenced
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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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; elites can uncover a spy if disguised as an admin or regular soldier
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; officers (see [Tactical Enemy Role Settings] in JA2_Otions.ini) can uncover any spy disguised as a soldier
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; this works if they see the spy, their level exceeds the spies level + covert trait level,
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; and they are closer than COVERT_ELITES_UNCOVER_RADIUS tiles
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COVERT_ELITES_UNCOVER_RADIUS = 0
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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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; THIS SETTING HAS BEEN DEACTIVATED UNTIL FURTHER NOTICE
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; if set to TRUE, if a spy is uncovered, he will automatically strip his uniform
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; if set to FALSE, if a spy is uncovered, he will not automatically strip his uniform,
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; and redisguise automatically after 3 turns not seen by the enemy
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; COVERT_STRIPIFUNCOVERED = FALSE
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; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later.
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COVERT_TURNCOATS = TRUE
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; if set to TRUE, activating all turncoats within a sector requires a radio operator
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COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE
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; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
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COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -772,6 +805,14 @@ RADIO_OPERATOR_MORTAR_RADIUS = 10
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; the initial signal shell lands within x tiles radius of their target
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RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
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; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors
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; This also requires AllowReinforcements to be 1 in DifficultySettings.xml
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; 0: not at all
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; 1: if they are in the same town
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; 2: if either this or the adjacent sector is in a town
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; 3: possible in all sectors
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RADIO_OPERATOR_REINFORCEMENT_SETTING = 2
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; scan assignment: detect enemies up to x sectors away
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RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
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@@ -814,3 +855,54 @@ 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)
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PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Survival]
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; Strategic map travel speed increased by a percentage if a survivalist is present in group
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GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 30
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GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 15
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; Maximum of above travel time bonuses that can be stacked for one group (1 Survival = 1 bonus, 2 Survival = 2 bonuses etc.)
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MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
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; Percentage reduction of stamina burn when travelling
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; (This only applies for survivalist himself.)
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ENERGY_SPENT_TRAVEL_REDUCTION = 50
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; Percentage of weather penalties reduced. Values from 0.0 to 1.0.
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WEATHER_PENALTIES_REDUCTION = 0.35
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; Camouflage wear out percentage speed reduction
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CAMO_WORNOUT_SPEED_REDUCTION = 75
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; Survivalists can look out for tracks of people. This can be activated in the [Ctrl] + [C] menu.
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; This is the maximum range at which one can spot tracks.
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TRACKER_MAX_RANGE = 30
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; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30.
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TRACKER_ABILITY = 30
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; reduce likelihood of getting diseases by x percent
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; values from 0% to 100%
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DISEASE_RESISTANCE = 10
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; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50%
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; values from -100% to 100%
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FOOD_CONSUMPTION = -20
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DRINK_CONSUMPTION = -10
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; bonus to evade snake attacks in water
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SNAKE_EVADE_BONUS = 10
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@@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE
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; and redisguise automatically after 3 turns not seen by the enemy
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; COVERT_STRIPIFUNCOVERED = FALSE
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; if set to TRUE, we can try to coax enemy soldiers to become turncoats. If successful, we can order turncoats to defect to the militia later.
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COVERT_TURNCOATS = TRUE
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; if set to TRUE, activating all turncoats within a sector requires a radio operator
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COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE
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; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
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COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Radio Operator]
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