mirror of
https://github.com/1dot13/gamedir.git
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updated settings in Ja2_Options.INI and corresponding INI Editor XML
git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2399 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -309,6 +309,12 @@ MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
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SLAY_STAYS_FOREVER = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector.
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;------------------------------------------------------------------------------------------------------------------------------
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SLAY_HOURLY_CHANCE_TO_LEAVE = 15
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
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; comment on current situation from battlefield if able to (alive and well).
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@@ -660,9 +666,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Change to increase volume for weapon sounds
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; Range: 0-100%
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; Range: 0-1000%
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; 0 = no change
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; 100 = max volume
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; 1000 = max volume
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;------------------------------------------------------------------------------------------------------------------------------
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WEAPON_SOUND_EFFECTS_VOLUME = 0
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@@ -1139,10 +1145,21 @@ SHOT_HEAD_MULTIPLIER = 2
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SHOOT_UNSEEN_PENALTY = 100
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; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH)
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OUT_OF_SIGHT_OR_GUN_RANGE = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
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; This saves AP if we decide to immediately continue moving to another location.
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;------------------------------------------------------------------------------------------------------------------------------
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NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations.
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; valid values from 1.0 to 100
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;------------------------------------------------------------------------------------------------------------------------------
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INV_AP_WEIGHT_DIVISOR = 5
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: TRUE
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; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
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@@ -2522,11 +2539,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 2
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; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
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MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40
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; Minimum range to target for full CTH penalty
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MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300
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; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
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CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
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CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
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CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
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CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
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CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5
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;------------------------------------------------------------------------------------------------------------------------------
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; Shock Effects
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@@ -3809,19 +3829,19 @@ ENEMYHELI_ACTIVE = TRUE
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; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
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ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
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; heli hitpoints, valid from 1 to 500
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; heli hitpoints, valid from 1 to 255
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ENEMYHELI_HP = 100
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; time to repair 1 HP at the home base in minutes, valid from 1 to 20
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ENEMYHELI_HP_REPAIRTIME = 6
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; cost to repair 1 HP at the home base in &, valid from 10 to 1000
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; cost to repair 1 HP at the home base in $, valid from 10 to 1000
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ENEMYHELI_HP_COST = 200
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; heli maximum fuel, valid from 25 to 200
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ENEMYHELI_FUEL = 50
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; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
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; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999
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ENEMYHELI_FUEL_REFUELTIME = 3
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -4280,7 +4300,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
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;
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; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
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;
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; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
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; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how
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; SELL_ITEMS_WITH_ALT_LMB works.
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; Resources will be shown in the strategic map while the Militia view is active.
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;
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+36
-7
@@ -308,6 +308,12 @@ MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
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SLAY_STAYS_FOREVER = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector.
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;------------------------------------------------------------------------------------------------------------------------------
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SLAY_HOURLY_CHANCE_TO_LEAVE = 15
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
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; comment on current situation from battlefield if able to (alive and well).
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@@ -658,9 +664,9 @@ HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Change to increase volume for weapon sounds
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; Range: 0-100%
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; Range: 0-1000%
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; 0 = no change
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; 100 = max volume
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; 1000 = max volume
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;------------------------------------------------------------------------------------------------------------------------------
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WEAPON_SOUND_EFFECTS_VOLUME = 0
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@@ -1137,10 +1143,21 @@ SHOT_HEAD_MULTIPLIER = 2
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SHOOT_UNSEEN_PENALTY = 100
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; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH)
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OUT_OF_SIGHT_OR_GUN_RANGE = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
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; This saves AP if we decide to immediately continue moving to another location.
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;------------------------------------------------------------------------------------------------------------------------------
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NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations.
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; valid values from 1.0 to 100
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;------------------------------------------------------------------------------------------------------------------------------
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INV_AP_WEIGHT_DIVISOR = 5
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: TRUE
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; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
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@@ -2089,6 +2106,15 @@ CAMO_KIT_USABLE_AREA = 100
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ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall
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; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation.
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;
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; Activating this makes the game easier.
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;------------------------------------------------------------------------------------------------------------------------------
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REDUCED_INSTANT_DEATH = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
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; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
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@@ -2511,11 +2537,14 @@ CTH_PENALTY_PER_TARGET_SHOCK = 0
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; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
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MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
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; Minimum range to target for full CTH penalty
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MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300
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; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
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CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
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CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
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CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
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CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
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CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5
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;------------------------------------------------------------------------------------------------------------------------------
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; Shock Effects
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@@ -3798,19 +3827,19 @@ ENEMYHELI_ACTIVE = TRUE
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; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
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ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
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; heli hitpoints, valid from 1 to 500
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; heli hitpoints, valid from 1 to 255
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ENEMYHELI_HP = 100
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; time to repair 1 HP at the home base in minutes, valid from 1 to 20
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ENEMYHELI_HP_REPAIRTIME = 6
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; cost to repair 1 HP at the home base in &, valid from 10 to 1000
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; cost to repair 1 HP at the home base in $, valid from 10 to 1000
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ENEMYHELI_HP_COST = 200
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; heli maximum fuel, valid from 25 to 200
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ENEMYHELI_FUEL = 50
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; time to repair 1 HP at the home base in minutes, valid from 1 to 9999
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; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999
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ENEMYHELI_FUEL_REFUELTIME = 3
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -4269,7 +4298,7 @@ MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
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;
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; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
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;
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; Items can be converted into resources in the sector inventory by pressing [Alt] + [Shift] + [LMB], similar to how
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; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how
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; SELL_ITEMS_WITH_ALT_LMB works.
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; Resources will be shown in the strategic map while the Militia view is active.
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;
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