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:
Flugente
2020-05-30 00:10:57 +00:00
parent 6806480ff5
commit 351f13f11b
5 changed files with 134 additions and 24 deletions
+9
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@@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE
; and redisguise automatically after 3 turns not seen by the enemy
; COVERT_STRIPIFUNCOVERED = FALSE
; 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.
COVERT_TURNCOATS = TRUE
; if set to TRUE, activating all turncoats within a sector requires a radio operator
COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE
; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Radio Operator]
+116 -24
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@@ -152,6 +152,7 @@ UNWANTED_BULLETS_REDUCTION = 5
; Percentage reduction for APs needed to ready/raise LMGs
PERCENT_AP_READY_LMG_REDUCTION = 10
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -177,6 +178,7 @@ DAMAGE_TO_TANKS_PERCENT_BONUS = 30
; General damage except tanks increased by percentage
HW_DAMAGE_PERCENT_BONUS = 15
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -205,6 +207,17 @@ CHAMBER_ROUND_APS_REDUCTION = 25
; ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1
; The 'Focus' skill allows a merc to pay special attention to an area in their view
; While focus is active, they have an improved interrupt chance against all targets in that area,
; but drastically lowered interrupt chance against all targets outside.
; Only works if center of area is in view and a gun is aimed.
; Focus can be activated by calling the skill menu in tactical with '$' and then selecting 'Various' and then 'Focus'.
; The radius of the area depends on how close the merc is, the area increases with distance.
; Base radius of focus area for range 20.
FOCUS_SKILL_RADIUS = 5
; bonus to interrupt (penalty outside of area is twice this)
FOCUS_SKILL_INTERRUPT_BONUS = 4
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -224,27 +237,13 @@ FIRING_SPEED_BONUS_SHOTGUNS = 10
; restriction ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1
; Strategic map travel speed increased by a percentage if a ranger is present in group
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 20
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 10
; Maximum of above travel time bonuses that can be stacked for one group (1 Hunter = 1 bonus, 1 Ranger = 2 bonuses,
; 1 Ranger + 1 Hunter = 3 bonuses etc.)
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
; Percentage range bonus for shotguns
EFFECTIVE_RANGE_BONUS_SHOTGUNS = 10
; Percentage reduction of stamina burn when travelling
; (This only applies for ranger himself.)
ENERGY_SPENT_TRAVEL_REDUCTION = 35
; Percentage of weather penalties reduced
WEATHER_PENALTIES_REDUCTION = 25
; Percentage of ranger camouflage effectiveness increased
; <Not Used By Now!>
;CAMO_EFFECTIVENESS_BONUS_PERCENT = 10
; Camouflage wear out percentage speed reduction
CAMO_WORNOUT_SPEED_REDUCTION = 50
; Percentage reload speed bonus for loading single shells in shotguns
RELOAD_SPEED_SHOTGUNS_MANUAL = 15
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -267,7 +266,7 @@ FIRING_SPEED_BONUS_PISTOLS = 15
; Percentage bonus to pistols range
; (Well, this bonus can look weird, I know..)
FEFFECTIVE_RANGE_BONUS_PISTOLS = 10
EFFECTIVE_RANGE_BONUS_PISTOLS = 10
; Percentage APs reduction needed to ready/raise pistols and revolvers
PERCENT_AP_READY_PISTOLS_REDUCTION = 15
@@ -279,6 +278,13 @@ RELOAD_SPEED_HANDGUNS_BONUS = 25
; restriction ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1
; If set to true, revolvers (or any other gun with the <fBurstOnlyByFanTheHammer>-tag set in Weapons.xml) can access their hidden burst mode if
; - we have this trait
; - we use this gun with both hands
; - we are in hipfire mode (USE_SCOPE_MODES = TRUE in JA2_Options.ini, visible by the 'eye' icon over our gun)
CAN_FAN_THE_HAMMER = FALSE
; NOTE: This traits also gives access to the 'Focus' skill, description and values can be seen in the [Sniper] section of this file.
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -422,6 +428,10 @@ REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
; 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)
NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
; If ADVANCED_REPAIR is set to in JA2_Options.ini, items can normally only be repaired up to their item treshold.
; Local weaponsmiths can restore this up to 100% during repair.
; If set to TRUE, mercs with this trait can also do this.
MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -439,6 +449,9 @@ NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
BASE_PERCENT_SURGERY_HEAL = 10
ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
; if a doctor has a blood bag and chooses to use it, this percentage is added to the health amount restored by surgery
ONTOP_PERCENT_SURGERY_HEAL_BLOODBAG = 15
; Determines the percentage of medical supplies are used for surgery
MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 100
@@ -476,7 +489,7 @@ MAX_NATURAL_REGEN_BONUSES = 4
;******************************************************************************************************************************
[Ambidextrous]
; CtH penalty when dual shooting is reduced by this many percents
; CtH penalty when shooting while a second items is equipped is reduced by this many percents
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100
; Percentage bonus to reload speed for all magazine weapons
@@ -736,9 +749,29 @@ COVERT_CLOSE_DETECTION_RANGE = 10
; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse
COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
; elite soldiers can uncover even perfectly disguised spies if standing next to them and more expericenced
; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy
COVERT_ELITES_DETECT_NEXTTILE = TRUE
; elites can uncover a spy if disguised as an admin or regular soldier
; officers (see [Tactical Enemy Role Settings] in JA2_Otions.ini) can uncover any spy disguised as a soldier
; this works if they see the spy, their level exceeds the spies level + covert trait level,
; and they are closer than COVERT_ELITES_UNCOVER_RADIUS tiles
COVERT_ELITES_UNCOVER_RADIUS = 0
; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
COVERT_DETECTEDIFBLEEDING = FALSE
; THIS SETTING HAS BEEN DEACTIVATED UNTIL FURTHER NOTICE
; if set to TRUE, if a spy is uncovered, he will automatically strip his uniform
; if set to FALSE, if a spy is uncovered, he will not automatically strip his uniform,
; and redisguise automatically after 3 turns not seen by the enemy
; COVERT_STRIPIFUNCOVERED = FALSE
; 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.
COVERT_TURNCOATS = TRUE
; if set to TRUE, activating all turncoats within a sector requires a radio operator
COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE
; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -772,6 +805,14 @@ RADIO_OPERATOR_MORTAR_RADIUS = 10
; the initial signal shell lands within x tiles radius of their target
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors
; This also requires AllowReinforcements to be 1 in DifficultySettings.xml
; 0: not at all
; 1: if they are in the same town
; 2: if either this or the adjacent sector is in a town
; 3: possible in all sectors
RADIO_OPERATOR_REINFORCEMENT_SETTING = 2
; scan assignment: detect enemies up to x sectors away
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
@@ -814,3 +855,54 @@ SAME_ASSIGNMENT_BONUS = 20
; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
; (-25 - 25)
MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
; Reputation gain per day if snitch is happy (0 - 100)
PASSIVE_REPUTATION_GAIN = 3
; Hearing range bonus (0 - 100)
HEARING_RANGE_BONUS = 1
; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0)
PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0
; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0)
PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Survival]
; Strategic map travel speed increased by a percentage if a survivalist is present in group
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 30
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 15
; Maximum of above travel time bonuses that can be stacked for one group (1 Survival = 1 bonus, 2 Survival = 2 bonuses etc.)
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
; Percentage reduction of stamina burn when travelling
; (This only applies for survivalist himself.)
ENERGY_SPENT_TRAVEL_REDUCTION = 50
; Percentage of weather penalties reduced. Values from 0.0 to 1.0.
WEATHER_PENALTIES_REDUCTION = 0.35
; Camouflage wear out percentage speed reduction
CAMO_WORNOUT_SPEED_REDUCTION = 75
; Survivalists can look out for tracks of people. This can be activated in the [Ctrl] + [C] menu.
; This is the maximum range at which one can spot tracks.
TRACKER_MAX_RANGE = 30
; 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.
TRACKER_ABILITY = 30
; reduce likelihood of getting diseases by x percent
; values from 0% to 100%
DISEASE_RESISTANCE = 10
; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50%
; values from -100% to 100%
FOOD_CONSUMPTION = -20
DRINK_CONSUMPTION = -10
; bonus to evade snake attacks in water
SNAKE_EVADE_BONUS = 10
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@@ -764,6 +764,15 @@ COVERT_DETECTEDIFBLEEDING = FALSE
; and redisguise automatically after 3 turns not seen by the enemy
; COVERT_STRIPIFUNCOVERED = FALSE
; 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.
COVERT_TURNCOATS = TRUE
; if set to TRUE, activating all turncoats within a sector requires a radio operator
COVERT_TURNCOATS_SECTOR_ACTIVATION_REQUIRES_RADIOOPERATOR = FALSE
; a bonus to the player's rating when convincing soldiers to become turncoats. Higher is better, values in [-100; 100], default 0.
COVERT_TURNCOATS_PLAYER_CONVINCTION_BONUS = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Radio Operator]