New Feature: Added up to 15 game difficulty settings (by Jazz)

- Externalized the difficulty setings to "TableData\DifficultySettings.xml" file
- Some INI Settings (ja2_options.ini, CTHConstants.ini and Creature_Settings.ini) moved from INI file to this xml file

These parameters were moved to the file DifficultySettings.xml.
** Ja2_Options.INI **
ENEMY_AP_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
NUM_KILLS_PER_PROGRESS_POINT_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
INITIAL_GARRISON_PERCENTAGES_NOVICE  , _EXPERIENCED, _EXPERT, _INSANE
MIN_ENEMY_GROUP_SIZE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
UNLIMITED_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
ENEMY_STARTING_ALERT_LEVEL_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
ENEMY_ALERT_DECAY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
NUM_AWARE_BATTLES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
EVALUATION_DELAY_VARIANCE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
AGGRESSIVE_QUEEN_AI_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL
PERCENT_EXTRA_ELITES_EXPERIENCED , _EXPERT, _INSANE
MAX_MERC_DEATHS_EASY , _EXPERIENCED, _EXPERT, _INSANE
		
** Creatures_Settings.INI **
CREATURE_SPREAD_TIME_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_REPRODUCTION_BASE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_REPRODUCTION_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_INIT_BONUS_SPREAD_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
CREATURE_POPULATION_MODIFIER_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
CREATURE_TOWN_AGGRESSIVENESS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL
		
** CTHConstants.ini **
BASE_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE
AIM_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2123 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Wanne
2014-08-28 10:51:26 +00:00
parent e3b1f1fabd
commit 504544ced3
15 changed files with 1736 additions and 442 deletions
-15
View File
@@ -286,16 +286,6 @@ BASE_CROUCHING_STANCE = 3.0
BASE_PRONE_STANCE = 4.0
BASE_HEAVY_WEAPON = 2.0
;------------------------------------------------------------------------------------------------------------------------------
; These modifiers are applied based on game difficulty, and only affect
; the base CTH of ENEMY COMBATANTS.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DIFFICULTY_NOVICE = -30.0
BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 20.0
BASE_DIFFICULTY_INSANE = 50.0
[Aiming CTH]
@@ -362,11 +352,6 @@ AIM_TWO_GUNS = 4.0
AIM_ONE_HANDED = 2.5
AIM_HEAVY_WEAPON = 2.0
AIM_DIFFICULTY_NOVICE = -30.0
AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 20.0
AIM_DIFFICULTY_INSANE = 50.0
[Shooting Mechanism]
-47
View File
@@ -4,50 +4,3 @@ CREPITUS_FEEDING_SECTOR_X = 9
CREPITUS_FEEDING_SECTOR_Y = 10
CREPITUS_FEEDING_SECTOR_Z = 2
; This is how often the creatures spread, once the quest begins. The smaller the gap,
; the faster the creatures will advance. This is also directly related to the reproduction
; rates which are applied each time the creatures spread. (in mins, 5 - 14400)
CREATURE_SPREAD_TIME_NOVICE = 510
CREATURE_SPREAD_TIME_EXPERIENCED = 450
CREATURE_SPREAD_TIME_EXPERT = 390
CREATURE_SPREAD_TIME_INSANE = 150
; This is how many creatures the queen produces for each cycle of spreading.
; The higher the numbers the faster the creatures will advance. (1 - 30)
QUEEN_REPRODUCTION_BASE_NOVICE = 6
QUEEN_REPRODUCTION_BASE_EXPERIENCED = 7
QUEEN_REPRODUCTION_BASE_EXPERT = 9
QUEEN_REPRODUCTION_BASE_INSANE = 15
; Random bonus for each cycle of spreading. (0 - 10)
QUEEN_REPRODUCTION_BONUS_NOVICE = 1
QUEEN_REPRODUCTION_BONUS_EXPERIENCED = 2
QUEEN_REPRODUCTION_BONUS_EXPERT = 3
QUEEN_REPRODUCTION_BONUS_INSANE = 5
; Once the queen is added to the game, we can instantly let her spread x number of times
; to give her a head start. This can also be a useful tool for having slow reproduction rates
; but quicker head start to compensate to make the creatures less aggressive overall. (1 - 10)
QUEEN_INIT_BONUS_SPREAD_NOVICE = 1
QUEEN_INIT_BONUS_SPREAD_EXPERIENCED = 2
QUEEN_INIT_BONUS_SPREAD_EXPERT = 3
QUEEN_INIT_BONUS_SPREAD_INSANE = 5
; This value modifies the chance to populate a given sector. This is different from the previous definition.
; This value gets applied to a potentially complicated formula, using the creature habitat to modify
; chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair
; population increases), etc. Would recommend not tweaking the value too much in either direction from
; zero due to the fact that this can greatly effect spread times and maximum populations. Basically, if the
; creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value. (-5 to 5)
CREATURE_POPULATION_MODIFIER_NOVICE = 0
CREATURE_POPULATION_MODIFIER_EXPERIENCED = 0
CREATURE_POPULATION_MODIFIER_EXPERT = 0
CREATURE_POPULATION_MODIFIER_INSANE = 0
; Augments the chance that the creatures will attack a town. The conditions for attacking a town
; are based strictly on the occupation of the creatures in each of the four mine exits. For each creature
; there is a base chance of 10% that the creatures will feed sometime during the night. (-100 to 100)
CREATURE_TOWN_AGGRESSIVENESS_NOVICE = -10
CREATURE_TOWN_AGGRESSIVENESS_EXPERIENCED = 0
CREATURE_TOWN_AGGRESSIVENESS_EXPERT = 10
CREATURE_TOWN_AGGRESSIVENESS_INSANE = 50
-150
View File
@@ -303,12 +303,6 @@ MERCS_CAN_BE_ON_ASSIGNMENT = 0
;Can AIM/MERC mercs die while away on other assignments?
MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
;How many mercs can die at each difficulty level?
MAX_MERC_DEATHS_EASY = 2
MAX_MERC_DEATHS_EXPERIENCED = 4
MAX_MERC_DEATHS_EXPERT = 6
MAX_MERC_DEATHS_INSANE = 8
;------------------------------------------------------------------------------------------------------------------------------
; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
; only be recruited for a limited amount of time.
@@ -1121,17 +1115,6 @@ PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE
; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Bonus APs for Enemy Soldiers:
; Number of extra APs for enemy troops at the various difficulty levels.
; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_AP_BONUS_NOVICE = 0
ENEMY_AP_BONUS_EXPERIENCED = 0
ENEMY_AP_BONUS_EXPERT = 0
ENEMY_AP_BONUS_INSANE = 5
;------------------------------------------------------------------------------------------------------------------------------
; Bonus for the player's mercs
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
@@ -2938,17 +2921,6 @@ GAME_PROGRESS_MINIMUM = 0
; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
GAME_PROGRESS_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; Number of kills required to get a single progress point, based on game difficulty.
; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above)
;------------------------------------------------------------------------------------------------------------------------------
NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
;------------------------------------------------------------------------------------------------------------------------------
; The minimum progress level required to trigger some events.
; Range: 0-100%
@@ -3481,128 +3453,6 @@ SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
NEW_AGGRESSIVE_AI = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Enemy army composition
;
; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign.
;------------------------------------------------------------------------------------------------------------------------------
; Percentage of troops that are actually placed on the map at the start of the game.
; 100 = All "default" troops are placed.
; 200 = Twice as many troops are placed.
INITIAL_GARRISON_PERCENTAGES_NOVICE = 70
INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100
INITIAL_GARRISON_PERCENTAGES_EXPERT = 150
INITIAL_GARRISON_PERCENTAGES_INSANE = 200
; Minimum enemy group size. Enemy groups will never be smaller than this!
MIN_ENEMY_GROUP_SIZE_NOVICE = 3
MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4
MIN_ENEMY_GROUP_SIZE_EXPERT = 6
MIN_ENEMY_GROUP_SIZE_INSANE = 12
; Percent of troops converted to extra elites in enemy groups
PERCENT_EXTRA_ELITES_EXPERIENCED = 0
PERCENT_EXTRA_ELITES_EXPERT = 25
PERCENT_EXTRA_ELITES_INSANE = 50
;------------------------------------------------------------------------------------------------------------------------------
; Queen's Pool
;
; These settings control how many troops the queen has for using against you, how many new troops she gets every day,
; and so on. If the queen runs out of troops, she will take some time to recruit new soldiers.
;------------------------------------------------------------------------------------------------------------------------------
; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE
UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE
UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE
UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE
; Amount of troops available to the queen at game start
QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150
QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200
QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400
QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000
; Amount of troops that will be added to queens army when the troops pool is empty
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
;------------------------------------------------------------------------------------------------------------------------------
; Alert Levels
;
; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes
; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better
; chance of spotting your mercs in the wilderness and chasing them around.
;
; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in
; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically.
;
; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map.
;------------------------------------------------------------------------------------------------------------------------------
; Sets the starting alert chances.
ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5
ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20
ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60
ENEMY_STARTING_ALERT_LEVEL_INSANE = 80
; When an enemy spots and chases a player group, the alertness value decrements by this value.
; Ranges from 1-100 (but recommend 20-60).
ENEMY_ALERT_DECAY_NOVICE = 75
ENEMY_ALERT_DECAY_EXPERIENCED = 50
ENEMY_ALERT_DECAY_EXPERT = 25
ENEMY_ALERT_DECAY_INSANE = 10
; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable
; is what is used to determine the free checks.
NUM_AWARE_BATTLES_NOVICE = 1
NUM_AWARE_BATTLES_EXPERIENCED = 2
NUM_AWARE_BATTLES_EXPERT = 3
NUM_AWARE_BATTLES_INSANE = 4
;------------------------------------------------------------------------------------------------------------------------------
; Queen's Army AI / Behavior
;
; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive
; she is about it.
;------------------------------------------------------------------------------------------------------------------------------
; The base interval between the queen's decisions. She can only make one decision at a time.
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90
; A random variation to the interval between queen's decisions.
EVALUATION_DELAY_VARIANCE_NOVICE = 240
EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180
EVALUATION_DELAY_VARIANCE_EXPERT = 120
EVALUATION_DELAY_VARIANCE_INSANE = 60
; This is a delay between the player taking a sector, and the queen being able to decide to attack it.
; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6
; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
; A longer grace period causes defeated enemy patrols to reappear less often.
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2
; Determines whether the queen always prefers attacking your sectors to defending her own.
; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable
; unlimited reinforcements
AGGRESSIVE_QUEEN_AI_NOVICE = FALSE
AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE
AGGRESSIVE_QUEEN_AI_EXPERT = FALSE
AGGRESSIVE_QUEEN_AI_INSANE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Individual Enemy Group Behavior
;
+6 -1
View File
@@ -516,6 +516,11 @@ function InitNewGame()
end
end
-- Get starting cash from DifficultySettings.xml
SetStartingCashDifLevel(newDIFFICULTY_LEVEL)
-- Get starting cash from JA2Options.ini
--[[
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
@@ -525,6 +530,6 @@ function InitNewGame()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
iStartingCash = GetStartingCashInsane()
end
AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash )
]]
end
+431
View File
@@ -0,0 +1,431 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
uiIndex : 0 - 15
Name : The short name of the difficulty.
ConfirmText : The description of the difficulty.
StartingCash : These are the Starting cash values for the various difficulties.
The only restriction with these, is the INT32 they are stored in. (range is about 2 billion).
You can also set negative values here.
EnemyAPBonus : Bonus APs for Enemy Soldiers:
Number of extra APs for enemy troops at the various difficulty levels.
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
NumKillsPerProgressPoint : Number of kills required to get a single progress point, based on game difficulty.
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see JA2Options.ini)
InitialGarrisonPercentages : Percentage of troops that are actually placed on the map at the start of the game.
100 = All "default" troops are placed.
200 = Twice as many troops are placed.
MinEnemyGroupSize : Minimum enemy group size. Enemy groups will never be smaller than this!
PercentElitesBonus : Percent of troops converted to extra elites in enemy groups
UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
QueensInitialPoolOfTroops : Amount of troops available to the queen at game start
QueenPoolIncrementPerDifficultyLevel : Amount of troops that will be added to queens army when the troops pool is empty
EnemyStartingAlertLevel : Sets the starting alert chances.
EnemyAlertDecay : When an enemy spots and chases a player group, the alertness value decrements by this value. Ranges from 1-100 (but recommend 20-60).
NumAwareBattles : Certain conditions can cause the queen to go into a "full alert" mode.
This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur.
The same variable is what is used to determine the free checks.
BaseDelayInMinutesBetweenEvaluations : The base interval between the queen's decisions. She can only make one decision at a time.
EvaluationDelayVariance : A random variation to the interval between queen's decisions.
GracePeriodInHoursAfterSectorLiberation : This is a delay between the player taking a sector, and the queen being able to decide to attack it.
A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GracePeriodInDaysAfterPatrolDestroyed : This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
A longer grace period causes defeated enemy patrols to reappear less often.
AggressiveQueenAi : 0 - false 1 - true. Determines whether the queen always prefers attacking your sectors to defending her own.
JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable unlimited reinforcements.
MaxMercDeaths : How many mercs can die at each difficulty level? min = 0 max = 10
{Creatures Settings}
CreatureSpreadTime : This is how often the creatures spread, once the quest begins. The smaller the gap, the faster the creatures will advance.
This is also directly related to the reproduction rates which are applied each time the creatures spread. (in mins, 5 - 14400)
QueenReproductionBase : This is how many creatures the queen produces for each cycle of spreading. The higher the numbers the faster the creatures will advance. (1 - 30)
QueenReproductionBonus : Random bonus for each cycle of spreading. (0 - 10)
QueenInitBonusSpread : Once the queen is added to the game, we can instantly let her spread x number of times to give her a head start.
This can also be a useful tool for having slow reproduction rates but quicker head start to compensate to make the creatures less aggressive overall. (1 - 10)
CreaturePopulationModifier : This value modifies the chance to populate a given sector. This is different from the previous definition.
This value gets applied to a potentially complicated formula, using the creature habitat to modify chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair population increases), etc.
Would recommend not tweaking the value too much in either direction from zero due to the fact that this can greatly effect spread times and maximum populations.
Basically, if the creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value. (-5 to 5)
CreatureTownAggressiveness : Augments the chance that the creatures will attack a town. The conditions for attacking a town are based strictly on the occupation of the creatures in each of the four mine exits.
For each creature there is a base chance of 10% that the creatures will feed sometime during the night. (-100 to 100)
{Underground sectors}
These parameters are used only if in the folder the "Data\Scripts" and "Data-1.13\Scripts" or in the different folder (OtherMod\Scripts\), there is no file initunderground.lua.
SectorJ9B1NumTroops : Enemy soldiers quantity.
SectorJ9B2NumCreatures : The value is counted according to the formula : 2 + SectorJ9B2NumCreatures*2 + Random( 2 )
SectorK4B1NumTroops : The value is counted according to the formula : 6 + SectorK4B1NumTroops*2 + Random( 3 )
SectorK4B1NumElites : The value is counted according to the formula : 4 + SectorK4B1NumElites + Random( 2 )
SectorO3B1NumTroops : The value is counted according to the formula : 6 + SectorO3B1NumTroops*2 + Random( 3 )
SectorO3B1NumElites : The value is counted according to the formula : 4 + SectorO3B1NumElites + Random( 2 )
SectorP3B1NumElites : The value is counted according to the formula : SectorP3B1NumElites + Random( 6 )
{Strategic Other}
StrategicAiActionWakeQueen : When first fight finished, wake up queen ? 0- false 1 - true
UpdateLastDayOfPlayerActivity : How many days ago does the player check he was active in the captured sector ?
ChanceOfEnemyAmbushes : 0- false 1 - true
AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
PopulationLevel2 : ?
PopulationLevel3 : ?
{Weapon Cache Troops}
Look to the file Mod_Settings.ini.
WeaponCacheTroops1 : The value is counted according to the formula : 6 + WeaponCacheTroops1 * 2
WeaponCacheTroops2 : The value is counted according to the formula : 6 + WeaponCacheTroops2 * 2
WeaponCacheTroops3 : The value is counted according to the formula : 6 + WeaponCacheTroops3 * 2
WeaponCacheTroops4 : The value is counted according to the formula : 6 + WeaponCacheTroops4 * 2
WeaponCacheTroops5 : The value is counted according to the formula : 6 + WeaponCacheTroops5 * 2
{Strategic Other}
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
BloodcatAmbushSectors : ? : 0 - false, 1 - true
AirRaidLookForDive : ? : 0 - false, 1 - true
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
RadioSightings : Do the enemy all individuals call in the help through the radio ?
RadioSightings2 : The enemy individuals call in the help through the radio. The individual of the type the administrator do they not call in the help through the radio ?
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
{CTHConstants Settings}
CthConstantsAimDifficulty : min -1000.0, max 1000.0
CthConstantsBaseDifficulty : These modifiers are applied based on game difficulty, and only affect the base CTH of ENEMY COMBATANTS. min -1000.0, max 1000.0
-->
<DIFFICULTY_SETTINGS>
<DIFFICULTY>
<uiIndex>0</uiIndex>
<Name>Not Used!</Name>
<ConfirmText>Not Used!</ConfirmText>
<StartingCash>0</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>0</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>0</InitialGarrisonPercentages>
<MinEnemyGroupSize>0</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>0</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>0</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>0</EnemyStartingAlertLevel>
<EnemyAlertDecay>0</EnemyAlertDecay>
<NumAwareBattles>0</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>0</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>0</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>0</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>0</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>0</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>0</CreatureSpreadTime>
<QueenReproductionBase>0</QueenReproductionBase>
<QueenReproductionBonus>0</QueenReproductionBonus>
<QueenInitBonusSpread>0</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>0</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>0</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>0</SectorK4B1NumTroops>
<SectorK4B1NumElites>0</SectorK4B1NumElites>
<SectorO3B1NumTroops>0</SectorO3B1NumTroops>
<SectorO3B1NumElites>0</SectorO3B1NumElites>
<SectorP3B1NumElites>0</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>0</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>0</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>0</WeaponCacheTroops1>
<WeaponCacheTroops2>0</WeaponCacheTroops2>
<WeaponCacheTroops3>0</WeaponCacheTroops3>
<WeaponCacheTroops4>0</WeaponCacheTroops4>
<WeaponCacheTroops5>0</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>0</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-100.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-100.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>1</uiIndex>
<Name>Novice</Name>
<ConfirmText>You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?</ConfirmText>
<StartingCash>45000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>7</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>70</InitialGarrisonPercentages>
<MinEnemyGroupSize>3</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>150</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>5</EnemyStartingAlertLevel>
<EnemyAlertDecay>75</EnemyAlertDecay>
<NumAwareBattles>1</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>480</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>240</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>144</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>16</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>2</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>510</CreatureSpreadTime>
<QueenReproductionBase>6</QueenReproductionBase>
<QueenReproductionBonus>1</QueenReproductionBonus>
<QueenInitBonusSpread>1</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>-10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>8</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>1</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>1</SectorK4B1NumTroops>
<SectorK4B1NumElites>1</SectorK4B1NumElites>
<SectorO3B1NumTroops>1</SectorO3B1NumTroops>
<SectorO3B1NumElites>1</SectorO3B1NumElites>
<SectorP3B1NumElites>8</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>1</WeaponCacheTroops1>
<WeaponCacheTroops2>1</WeaponCacheTroops2>
<WeaponCacheTroops3>1</WeaponCacheTroops3>
<WeaponCacheTroops4>1</WeaponCacheTroops4>
<WeaponCacheTroops5>1</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-30.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-30.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>2</uiIndex>
<Name>Experienced</Name>
<ConfirmText>You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?</ConfirmText>
<StartingCash>35000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>10</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>100</InitialGarrisonPercentages>
<MinEnemyGroupSize>4</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>200</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>20</EnemyStartingAlertLevel>
<EnemyAlertDecay>50</EnemyAlertDecay>
<NumAwareBattles>2</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>360</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>180</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>96</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>12</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>4</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>450</CreatureSpreadTime>
<QueenReproductionBase>7</QueenReproductionBase>
<QueenReproductionBonus>2</QueenReproductionBonus>
<QueenInitBonusSpread>2</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>11</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>2</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>2</SectorK4B1NumTroops>
<SectorK4B1NumElites>2</SectorK4B1NumElites>
<SectorO3B1NumTroops>2</SectorO3B1NumTroops>
<SectorO3B1NumElites>2</SectorO3B1NumElites>
<SectorP3B1NumElites>10</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>2</WeaponCacheTroops1>
<WeaponCacheTroops2>2</WeaponCacheTroops2>
<WeaponCacheTroops3>2</WeaponCacheTroops3>
<WeaponCacheTroops4>2</WeaponCacheTroops4>
<WeaponCacheTroops5>2</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>0.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>3</uiIndex>
<Name>Expert</Name>
<ConfirmText>You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?</ConfirmText>
<StartingCash>30000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>15</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>150</InitialGarrisonPercentages>
<MinEnemyGroupSize>6</MinEnemyGroupSize>
<PercentElitesBonus>25</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>400</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>60</EnemyStartingAlertLevel>
<EnemyAlertDecay>25</EnemyAlertDecay>
<NumAwareBattles>3</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>180</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>120</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>48</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>8</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>6</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>390</CreatureSpreadTime>
<QueenReproductionBase>9</QueenReproductionBase>
<QueenReproductionBonus>3</QueenReproductionBonus>
<QueenInitBonusSpread>3</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>15</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>3</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>3</SectorK4B1NumTroops>
<SectorK4B1NumElites>3</SectorK4B1NumElites>
<SectorO3B1NumTroops>3</SectorO3B1NumTroops>
<SectorO3B1NumElites>3</SectorO3B1NumElites>
<SectorP3B1NumElites>14</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>1</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>3</WeaponCacheTroops1>
<WeaponCacheTroops2>3</WeaponCacheTroops2>
<WeaponCacheTroops3>3</WeaponCacheTroops3>
<WeaponCacheTroops4>3</WeaponCacheTroops4>
<WeaponCacheTroops5>3</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>1</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>1</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>1</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>20.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>20.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>4</uiIndex>
<Name>Insane</Name>
<ConfirmText>You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?</ConfirmText>
<StartingCash>15000</StartingCash>
<EnemyAPBonus>5</EnemyAPBonus>
<NumKillsPerProgressPoint>60</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>200</InitialGarrisonPercentages>
<MinEnemyGroupSize>12</MinEnemyGroupSize>
<PercentElitesBonus>50</PercentElitesBonus>
<UnlimitedPoolOfTroops>1</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>8000</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>80</EnemyStartingAlertLevel>
<EnemyAlertDecay>10</EnemyAlertDecay>
<NumAwareBattles>4</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>90</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>60</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>6</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>2</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>1</AggressiveQueenAi>
<MaxMercDeaths>8</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>150</CreatureSpreadTime>
<QueenReproductionBase>15</QueenReproductionBase>
<QueenReproductionBonus>5</QueenReproductionBonus>
<QueenInitBonusSpread>5</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>50</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>20</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>4</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>4</SectorK4B1NumTroops>
<SectorK4B1NumElites>4</SectorK4B1NumElites>
<SectorO3B1NumTroops>4</SectorO3B1NumTroops>
<SectorO3B1NumElites>4</SectorO3B1NumElites>
<SectorP3B1NumElites>20</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>1</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>4</WeaponCacheTroops1>
<WeaponCacheTroops2>4</WeaponCacheTroops2>
<WeaponCacheTroops3>4</WeaponCacheTroops3>
<WeaponCacheTroops4>4</WeaponCacheTroops4>
<WeaponCacheTroops5>4</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>1</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>1</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>1</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>1</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>1</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>1</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>50.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>50.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
</DIFFICULTY_SETTINGS>
@@ -0,0 +1,366 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
uiIndex : 0 - 15
Name : The short name of the difficulty.
ConfirmText : The description of the difficulty.
StartingCash : These are the Starting cash values for the various difficulties.
The only restriction with these, is the INT32 they are stored in. (range is about 2 billion).
You can also set negative values here.
EnemyAPBonus : Bonus APs for Enemy Soldiers:
Number of extra APs for enemy troops at the various difficulty levels.
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
NumKillsPerProgressPoint : Number of kills required to get a single progress point, based on game difficulty.
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see JA2Options.ini)
InitialGarrisonPercentages : Percentage of troops that are actually placed on the map at the start of the game.
100 = All "default" troops are placed.
200 = Twice as many troops are placed.
MinEnemyGroupSize : Minimum enemy group size. Enemy groups will never be smaller than this!
PercentElitesBonus : Percent of troops converted to extra elites in enemy groups
UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
QueensInitialPoolOfTroops : Amount of troops available to the queen at game start
QueenPoolIncrementPerDifficultyLevel : Amount of troops that will be added to queens army when the troops pool is empty
EnemyStartingAlertLevel : Sets the starting alert chances.
EnemyAlertDecay : When an enemy spots and chases a player group, the alertness value decrements by this value. Ranges from 1-100 (but recommend 20-60).
NumAwareBattles : Certain conditions can cause the queen to go into a "full alert" mode.
This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur.
The same variable is what is used to determine the free checks.
BaseDelayInMinutesBetweenEvaluations : The base interval between the queen's decisions. She can only make one decision at a time.
EvaluationDelayVariance : A random variation to the interval between queen's decisions.
GracePeriodInHoursAfterSectorLiberation : This is a delay between the player taking a sector, and the queen being able to decide to attack it.
A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GracePeriodInDaysAfterPatrolDestroyed : This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
A longer grace period causes defeated enemy patrols to reappear less often.
AggressiveQueenAi : 0 - false 1 - true. Determines whether the queen always prefers attacking your sectors to defending her own.
JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable unlimited reinforcements.
MaxMercDeaths : How many mercs can die at each difficulty level? min = 0 max = 10
{Creatures Settings}
CreatureSpreadTime : This is how often the creatures spread, once the quest begins. The smaller the gap, the faster the creatures will advance.
This is also directly related to the reproduction rates which are applied each time the creatures spread. (in mins, 5 - 14400)
QueenReproductionBase : This is how many creatures the queen produces for each cycle of spreading. The higher the numbers the faster the creatures will advance. (1 - 30)
QueenReproductionBonus : Random bonus for each cycle of spreading. (0 - 10)
QueenInitBonusSpread : Once the queen is added to the game, we can instantly let her spread x number of times to give her a head start.
This can also be a useful tool for having slow reproduction rates but quicker head start to compensate to make the creatures less aggressive overall. (1 - 10)
CreaturePopulationModifier : This value modifies the chance to populate a given sector. This is different from the previous definition.
This value gets applied to a potentially complicated formula, using the creature habitat to modify chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair population increases), etc.
Would recommend not tweaking the value too much in either direction from zero due to the fact that this can greatly effect spread times and maximum populations.
Basically, if the creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value. (-5 to 5)
CreatureTownAggressiveness : Augments the chance that the creatures will attack a town. The conditions for attacking a town are based strictly on the occupation of the creatures in each of the four mine exits.
For each creature there is a base chance of 10% that the creatures will feed sometime during the night. (-100 to 100)
{Underground sectors}
These parameters are used only if in the folder the "Data\Scripts" and "Data-1.13\Scripts" or in the different folder (OtherMod\Scripts\), there is no file initunderground.lua.
SectorJ9B1NumTroops : Enemy soldiers quantity.
SectorJ9B2NumCreatures : The value is counted according to the formula : 2 + SectorJ9B2NumCreatures*2 + Random( 2 )
SectorK4B1NumTroops : The value is counted according to the formula : 6 + SectorK4B1NumTroops*2 + Random( 3 )
SectorK4B1NumElites : The value is counted according to the formula : 4 + SectorK4B1NumElites + Random( 2 )
SectorO3B1NumTroops : The value is counted according to the formula : 6 + SectorO3B1NumTroops*2 + Random( 3 )
SectorO3B1NumElites : The value is counted according to the formula : 4 + SectorO3B1NumElites + Random( 2 )
SectorP3B1NumElites : The value is counted according to the formula : SectorP3B1NumElites + Random( 6 )
{Strategic Other}
StrategicAiActionWakeQueen : When first fight finished, wake up queen ? 0- false 1 - true
UpdateLastDayOfPlayerActivity : How many days ago does the player check he was active in the captured sector ?
ChanceOfEnemyAmbushes : 0- false 1 - true
AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
PopulationLevel2 : ?
PopulationLevel3 : ?
{Weapon Cache Troops}
Look to the file Mod_Settings.ini.
WeaponCacheTroops1 : The value is counted according to the formula : 6 + WeaponCacheTroops1 * 2
WeaponCacheTroops2 : The value is counted according to the formula : 6 + WeaponCacheTroops2 * 2
WeaponCacheTroops3 : The value is counted according to the formula : 6 + WeaponCacheTroops3 * 2
WeaponCacheTroops4 : The value is counted according to the formula : 6 + WeaponCacheTroops4 * 2
WeaponCacheTroops5 : The value is counted according to the formula : 6 + WeaponCacheTroops5 * 2
{Strategic Other}
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
BloodcatAmbushSectors : ? : 0 - false, 1 - true
AirRaidLookForDive : ? : 0 - false, 1 - true
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
RadioSightings : Do the enemy all individuals call in the help through the radio ?
RadioSightings2 : The enemy individuals call in the help through the radio. The individual of the type the administrator do they not call in the help through the radio ?
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
{CTHConstants Settings}
CthConstantsAimDifficulty : min -1000.0, max 1000.0
CthConstantsBaseDifficulty : These modifiers are applied based on game difficulty, and only affect the base CTH of ENEMY COMBATANTS. min -1000.0, max 1000.0
-->
<DIFFICULTY_SETTINGS>
<DIFFICULTY>
<uiIndex>0</uiIndex>
<Name>Not Used!</Name>
<ConfirmText>Not Used!</ConfirmText>
<StartingCash>0</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>0</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>0</InitialGarrisonPercentages>
<MinEnemyGroupSize>0</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>0</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>0</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>0</EnemyStartingAlertLevel>
<EnemyAlertDecay>0</EnemyAlertDecay>
<NumAwareBattles>0</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>0</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>0</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>0</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>0</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>0</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>0</CreatureSpreadTime>
<QueenReproductionBase>0</QueenReproductionBase>
<QueenReproductionBonus>0</QueenReproductionBonus>
<QueenInitBonusSpread>0</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>0</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>0</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>0</SectorK4B1NumTroops>
<SectorK4B1NumElites>0</SectorK4B1NumElites>
<SectorO3B1NumTroops>0</SectorO3B1NumTroops>
<SectorO3B1NumElites>0</SectorO3B1NumElites>
<SectorP3B1NumElites>0</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>0</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>0</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>0</WeaponCacheTroops1>
<WeaponCacheTroops2>0</WeaponCacheTroops2>
<WeaponCacheTroops3>0</WeaponCacheTroops3>
<WeaponCacheTroops4>0</WeaponCacheTroops4>
<WeaponCacheTroops5>0</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>0</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-100.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-100.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>1</uiIndex>
<Name>Novice</Name>
<ConfirmText>You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?</ConfirmText>
<StartingCash>45000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>7</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>70</InitialGarrisonPercentages>
<MinEnemyGroupSize>3</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>150</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>5</EnemyStartingAlertLevel>
<EnemyAlertDecay>75</EnemyAlertDecay>
<NumAwareBattles>1</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>480</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>240</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>144</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>16</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>2</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>510</CreatureSpreadTime>
<QueenReproductionBase>6</QueenReproductionBase>
<QueenReproductionBonus>1</QueenReproductionBonus>
<QueenInitBonusSpread>1</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>-10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>8</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>1</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>1</SectorK4B1NumTroops>
<SectorK4B1NumElites>1</SectorK4B1NumElites>
<SectorO3B1NumTroops>1</SectorO3B1NumTroops>
<SectorO3B1NumElites>1</SectorO3B1NumElites>
<SectorP3B1NumElites>8</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>1</WeaponCacheTroops1>
<WeaponCacheTroops2>1</WeaponCacheTroops2>
<WeaponCacheTroops3>1</WeaponCacheTroops3>
<WeaponCacheTroops4>1</WeaponCacheTroops4>
<WeaponCacheTroops5>1</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-30.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-30.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>2</uiIndex>
<Name>Experienced</Name>
<ConfirmText>You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?</ConfirmText>
<StartingCash>35000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>10</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>100</InitialGarrisonPercentages>
<MinEnemyGroupSize>4</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>200</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>20</EnemyStartingAlertLevel>
<EnemyAlertDecay>50</EnemyAlertDecay>
<NumAwareBattles>2</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>360</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>180</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>96</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>12</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>4</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>450</CreatureSpreadTime>
<QueenReproductionBase>7</QueenReproductionBase>
<QueenReproductionBonus>2</QueenReproductionBonus>
<QueenInitBonusSpread>2</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>11</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>2</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>2</SectorK4B1NumTroops>
<SectorK4B1NumElites>2</SectorK4B1NumElites>
<SectorO3B1NumTroops>2</SectorO3B1NumTroops>
<SectorO3B1NumElites>2</SectorO3B1NumElites>
<SectorP3B1NumElites>10</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>2</WeaponCacheTroops1>
<WeaponCacheTroops2>2</WeaponCacheTroops2>
<WeaponCacheTroops3>2</WeaponCacheTroops3>
<WeaponCacheTroops4>2</WeaponCacheTroops4>
<WeaponCacheTroops5>2</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>0.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>3</uiIndex>
<Name>Expert</Name>
<ConfirmText>You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?</ConfirmText>
<StartingCash>30000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>15</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>150</InitialGarrisonPercentages>
<MinEnemyGroupSize>6</MinEnemyGroupSize>
<PercentElitesBonus>25</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>400</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>60</EnemyStartingAlertLevel>
<EnemyAlertDecay>25</EnemyAlertDecay>
<NumAwareBattles>3</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>180</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>120</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>48</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>8</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>6</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>390</CreatureSpreadTime>
<QueenReproductionBase>9</QueenReproductionBase>
<QueenReproductionBonus>3</QueenReproductionBonus>
<QueenInitBonusSpread>3</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>15</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>3</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>3</SectorK4B1NumTroops>
<SectorK4B1NumElites>3</SectorK4B1NumElites>
<SectorO3B1NumTroops>3</SectorO3B1NumTroops>
<SectorO3B1NumElites>3</SectorO3B1NumElites>
<SectorP3B1NumElites>14</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>1</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>3</WeaponCacheTroops1>
<WeaponCacheTroops2>3</WeaponCacheTroops2>
<WeaponCacheTroops3>3</WeaponCacheTroops3>
<WeaponCacheTroops4>3</WeaponCacheTroops4>
<WeaponCacheTroops5>3</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>1</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>1</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>1</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>20.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>20.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
</DIFFICULTY_SETTINGS>
@@ -0,0 +1,366 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
uiIndex : 0 - 15
Name : The short name of the difficulty.
ConfirmText : The description of the difficulty.
StartingCash : These are the Starting cash values for the various difficulties.
The only restriction with these, is the INT32 they are stored in. (range is about 2 billion).
You can also set negative values here.
EnemyAPBonus : Bonus APs for Enemy Soldiers:
Number of extra APs for enemy troops at the various difficulty levels.
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
NumKillsPerProgressPoint : Number of kills required to get a single progress point, based on game difficulty.
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see JA2Options.ini)
InitialGarrisonPercentages : Percentage of troops that are actually placed on the map at the start of the game.
100 = All "default" troops are placed.
200 = Twice as many troops are placed.
MinEnemyGroupSize : Minimum enemy group size. Enemy groups will never be smaller than this!
PercentElitesBonus : Percent of troops converted to extra elites in enemy groups
UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
QueensInitialPoolOfTroops : Amount of troops available to the queen at game start
QueenPoolIncrementPerDifficultyLevel : Amount of troops that will be added to queens army when the troops pool is empty
EnemyStartingAlertLevel : Sets the starting alert chances.
EnemyAlertDecay : When an enemy spots and chases a player group, the alertness value decrements by this value. Ranges from 1-100 (but recommend 20-60).
NumAwareBattles : Certain conditions can cause the queen to go into a "full alert" mode.
This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur.
The same variable is what is used to determine the free checks.
BaseDelayInMinutesBetweenEvaluations : The base interval between the queen's decisions. She can only make one decision at a time.
EvaluationDelayVariance : A random variation to the interval between queen's decisions.
GracePeriodInHoursAfterSectorLiberation : This is a delay between the player taking a sector, and the queen being able to decide to attack it.
A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GracePeriodInDaysAfterPatrolDestroyed : This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
A longer grace period causes defeated enemy patrols to reappear less often.
AggressiveQueenAi : 0 - false 1 - true. Determines whether the queen always prefers attacking your sectors to defending her own.
JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable unlimited reinforcements.
MaxMercDeaths : How many mercs can die at each difficulty level? min = 0 max = 10
{Creatures Settings}
CreatureSpreadTime : This is how often the creatures spread, once the quest begins. The smaller the gap, the faster the creatures will advance.
This is also directly related to the reproduction rates which are applied each time the creatures spread. (in mins, 5 - 14400)
QueenReproductionBase : This is how many creatures the queen produces for each cycle of spreading. The higher the numbers the faster the creatures will advance. (1 - 30)
QueenReproductionBonus : Random bonus for each cycle of spreading. (0 - 10)
QueenInitBonusSpread : Once the queen is added to the game, we can instantly let her spread x number of times to give her a head start.
This can also be a useful tool for having slow reproduction rates but quicker head start to compensate to make the creatures less aggressive overall. (1 - 10)
CreaturePopulationModifier : This value modifies the chance to populate a given sector. This is different from the previous definition.
This value gets applied to a potentially complicated formula, using the creature habitat to modify chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair population increases), etc.
Would recommend not tweaking the value too much in either direction from zero due to the fact that this can greatly effect spread times and maximum populations.
Basically, if the creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value. (-5 to 5)
CreatureTownAggressiveness : Augments the chance that the creatures will attack a town. The conditions for attacking a town are based strictly on the occupation of the creatures in each of the four mine exits.
For each creature there is a base chance of 10% that the creatures will feed sometime during the night. (-100 to 100)
{Underground sectors}
These parameters are used only if in the folder the "Data\Scripts" and "Data-1.13\Scripts" or in the different folder (OtherMod\Scripts\), there is no file initunderground.lua.
SectorJ9B1NumTroops : Enemy soldiers quantity.
SectorJ9B2NumCreatures : The value is counted according to the formula : 2 + SectorJ9B2NumCreatures*2 + Random( 2 )
SectorK4B1NumTroops : The value is counted according to the formula : 6 + SectorK4B1NumTroops*2 + Random( 3 )
SectorK4B1NumElites : The value is counted according to the formula : 4 + SectorK4B1NumElites + Random( 2 )
SectorO3B1NumTroops : The value is counted according to the formula : 6 + SectorO3B1NumTroops*2 + Random( 3 )
SectorO3B1NumElites : The value is counted according to the formula : 4 + SectorO3B1NumElites + Random( 2 )
SectorP3B1NumElites : The value is counted according to the formula : SectorP3B1NumElites + Random( 6 )
{Strategic Other}
StrategicAiActionWakeQueen : When first fight finished, wake up queen ? 0- false 1 - true
UpdateLastDayOfPlayerActivity : How many days ago does the player check he was active in the captured sector ?
ChanceOfEnemyAmbushes : 0- false 1 - true
AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
PopulationLevel2 : ?
PopulationLevel3 : ?
{Weapon Cache Troops}
Look to the file Mod_Settings.ini.
WeaponCacheTroops1 : The value is counted according to the formula : 6 + WeaponCacheTroops1 * 2
WeaponCacheTroops2 : The value is counted according to the formula : 6 + WeaponCacheTroops2 * 2
WeaponCacheTroops3 : The value is counted according to the formula : 6 + WeaponCacheTroops3 * 2
WeaponCacheTroops4 : The value is counted according to the formula : 6 + WeaponCacheTroops4 * 2
WeaponCacheTroops5 : The value is counted according to the formula : 6 + WeaponCacheTroops5 * 2
{Strategic Other}
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
BloodcatAmbushSectors : ? : 0 - false, 1 - true
AirRaidLookForDive : ? : 0 - false, 1 - true
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
RadioSightings : Do the enemy all individuals call in the help through the radio ?
RadioSightings2 : The enemy individuals call in the help through the radio. The individual of the type the administrator do they not call in the help through the radio ?
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
{CTHConstants Settings}
CthConstantsAimDifficulty : min -1000.0, max 1000.0
CthConstantsBaseDifficulty : These modifiers are applied based on game difficulty, and only affect the base CTH of ENEMY COMBATANTS. min -1000.0, max 1000.0
-->
<DIFFICULTY_SETTINGS>
<DIFFICULTY>
<uiIndex>0</uiIndex>
<Name>Not Used!</Name>
<ConfirmText>Not Used!</ConfirmText>
<StartingCash>0</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>0</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>0</InitialGarrisonPercentages>
<MinEnemyGroupSize>0</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>0</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>0</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>0</EnemyStartingAlertLevel>
<EnemyAlertDecay>0</EnemyAlertDecay>
<NumAwareBattles>0</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>0</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>0</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>0</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>0</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>0</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>0</CreatureSpreadTime>
<QueenReproductionBase>0</QueenReproductionBase>
<QueenReproductionBonus>0</QueenReproductionBonus>
<QueenInitBonusSpread>0</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>0</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>0</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>0</SectorK4B1NumTroops>
<SectorK4B1NumElites>0</SectorK4B1NumElites>
<SectorO3B1NumTroops>0</SectorO3B1NumTroops>
<SectorO3B1NumElites>0</SectorO3B1NumElites>
<SectorP3B1NumElites>0</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>0</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>0</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>0</WeaponCacheTroops1>
<WeaponCacheTroops2>0</WeaponCacheTroops2>
<WeaponCacheTroops3>0</WeaponCacheTroops3>
<WeaponCacheTroops4>0</WeaponCacheTroops4>
<WeaponCacheTroops5>0</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>0</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-100.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-100.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>1</uiIndex>
<Name>Novice</Name>
<ConfirmText>You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?</ConfirmText>
<StartingCash>45000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>7</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>70</InitialGarrisonPercentages>
<MinEnemyGroupSize>3</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>150</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>5</EnemyStartingAlertLevel>
<EnemyAlertDecay>75</EnemyAlertDecay>
<NumAwareBattles>1</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>480</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>240</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>144</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>16</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>2</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>510</CreatureSpreadTime>
<QueenReproductionBase>6</QueenReproductionBase>
<QueenReproductionBonus>1</QueenReproductionBonus>
<QueenInitBonusSpread>1</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>-10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>8</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>1</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>1</SectorK4B1NumTroops>
<SectorK4B1NumElites>1</SectorK4B1NumElites>
<SectorO3B1NumTroops>1</SectorO3B1NumTroops>
<SectorO3B1NumElites>1</SectorO3B1NumElites>
<SectorP3B1NumElites>8</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>1</WeaponCacheTroops1>
<WeaponCacheTroops2>1</WeaponCacheTroops2>
<WeaponCacheTroops3>1</WeaponCacheTroops3>
<WeaponCacheTroops4>1</WeaponCacheTroops4>
<WeaponCacheTroops5>1</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-30.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-30.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>2</uiIndex>
<Name>Experienced</Name>
<ConfirmText>You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?</ConfirmText>
<StartingCash>35000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>10</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>100</InitialGarrisonPercentages>
<MinEnemyGroupSize>4</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>200</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>20</EnemyStartingAlertLevel>
<EnemyAlertDecay>50</EnemyAlertDecay>
<NumAwareBattles>2</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>360</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>180</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>96</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>12</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>4</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>450</CreatureSpreadTime>
<QueenReproductionBase>7</QueenReproductionBase>
<QueenReproductionBonus>2</QueenReproductionBonus>
<QueenInitBonusSpread>2</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>11</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>2</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>2</SectorK4B1NumTroops>
<SectorK4B1NumElites>2</SectorK4B1NumElites>
<SectorO3B1NumTroops>2</SectorO3B1NumTroops>
<SectorO3B1NumElites>2</SectorO3B1NumElites>
<SectorP3B1NumElites>10</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>2</WeaponCacheTroops1>
<WeaponCacheTroops2>2</WeaponCacheTroops2>
<WeaponCacheTroops3>2</WeaponCacheTroops3>
<WeaponCacheTroops4>2</WeaponCacheTroops4>
<WeaponCacheTroops5>2</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>0.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>3</uiIndex>
<Name>Expert</Name>
<ConfirmText>You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?</ConfirmText>
<StartingCash>30000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>15</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>150</InitialGarrisonPercentages>
<MinEnemyGroupSize>6</MinEnemyGroupSize>
<PercentElitesBonus>25</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>400</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>60</EnemyStartingAlertLevel>
<EnemyAlertDecay>25</EnemyAlertDecay>
<NumAwareBattles>3</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>180</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>120</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>48</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>8</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>6</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>390</CreatureSpreadTime>
<QueenReproductionBase>9</QueenReproductionBase>
<QueenReproductionBonus>3</QueenReproductionBonus>
<QueenInitBonusSpread>3</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>15</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>3</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>3</SectorK4B1NumTroops>
<SectorK4B1NumElites>3</SectorK4B1NumElites>
<SectorO3B1NumTroops>3</SectorO3B1NumTroops>
<SectorO3B1NumElites>3</SectorO3B1NumElites>
<SectorP3B1NumElites>14</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>1</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>3</WeaponCacheTroops1>
<WeaponCacheTroops2>3</WeaponCacheTroops2>
<WeaponCacheTroops3>3</WeaponCacheTroops3>
<WeaponCacheTroops4>3</WeaponCacheTroops4>
<WeaponCacheTroops5>3</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>1</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>1</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>1</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>20.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>20.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
</DIFFICULTY_SETTINGS>
+6
View File
@@ -911,6 +911,11 @@ function InitNewGame()
end
-- Get starting cash from DifficultySettings.xml
SetStartingCashDifLevel(newDIFFICULTY_LEVEL)
-- Get starting cash from JA2Options.ini
--[[
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
@@ -922,4 +927,5 @@ function InitNewGame()
end
AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash )
]]
end
-15
View File
@@ -286,16 +286,6 @@ BASE_CROUCHING_STANCE = 3.0
BASE_PRONE_STANCE = 4.0
BASE_HEAVY_WEAPON = 2.0
;------------------------------------------------------------------------------------------------------------------------------
; These modifiers are applied based on game difficulty, and only affect
; the base CTH of ENEMY COMBATANTS.
;------------------------------------------------------------------------------------------------------------------------------
BASE_DIFFICULTY_NOVICE = -30.0
BASE_DIFFICULTY_EXPERIENCED = 0.0
BASE_DIFFICULTY_EXPERT = 20.0
BASE_DIFFICULTY_INSANE = 50.0
[Aiming CTH]
@@ -362,11 +352,6 @@ AIM_TWO_GUNS = 4.0
AIM_ONE_HANDED = 2.5
AIM_HEAVY_WEAPON = 2.0
AIM_DIFFICULTY_NOVICE = -30.0
AIM_DIFFICULTY_EXPERIENCED = 0.0
AIM_DIFFICULTY_EXPERT = 20.0
AIM_DIFFICULTY_INSANE = 50.0
[Shooting Mechanism]
-47
View File
@@ -4,50 +4,3 @@ CREPITUS_FEEDING_SECTOR_X = 9
CREPITUS_FEEDING_SECTOR_Y = 10
CREPITUS_FEEDING_SECTOR_Z = 2
; This is how often the creatures spread, once the quest begins. The smaller the gap,
; the faster the creatures will advance. This is also directly related to the reproduction
; rates which are applied each time the creatures spread. (in mins, 5 - 14400)
CREATURE_SPREAD_TIME_NOVICE = 510
CREATURE_SPREAD_TIME_EXPERIENCED = 450
CREATURE_SPREAD_TIME_EXPERT = 390
CREATURE_SPREAD_TIME_INSANE = 150
; This is how many creatures the queen produces for each cycle of spreading.
; The higher the numbers the faster the creatures will advance. (1 - 30)
QUEEN_REPRODUCTION_BASE_NOVICE = 6
QUEEN_REPRODUCTION_BASE_EXPERIENCED = 7
QUEEN_REPRODUCTION_BASE_EXPERT = 9
QUEEN_REPRODUCTION_BASE_INSANE = 15
; Random bonus for each cycle of spreading. (0 - 10)
QUEEN_REPRODUCTION_BONUS_NOVICE = 1
QUEEN_REPRODUCTION_BONUS_EXPERIENCED = 2
QUEEN_REPRODUCTION_BONUS_EXPERT = 3
QUEEN_REPRODUCTION_BONUS_INSANE = 5
; Once the queen is added to the game, we can instantly let her spread x number of times
; to give her a head start. This can also be a useful tool for having slow reproduction rates
; but quicker head start to compensate to make the creatures less aggressive overall. (1 - 10)
QUEEN_INIT_BONUS_SPREAD_NOVICE = 1
QUEEN_INIT_BONUS_SPREAD_EXPERIENCED = 2
QUEEN_INIT_BONUS_SPREAD_EXPERT = 3
QUEEN_INIT_BONUS_SPREAD_INSANE = 5
; This value modifies the chance to populate a given sector. This is different from the previous definition.
; This value gets applied to a potentially complicated formula, using the creature habitat to modify
; chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair
; population increases), etc. Would recommend not tweaking the value too much in either direction from
; zero due to the fact that this can greatly effect spread times and maximum populations. Basically, if the
; creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value. (-5 to 5)
CREATURE_POPULATION_MODIFIER_NOVICE = 0
CREATURE_POPULATION_MODIFIER_EXPERIENCED = 0
CREATURE_POPULATION_MODIFIER_EXPERT = 0
CREATURE_POPULATION_MODIFIER_INSANE = 0
; Augments the chance that the creatures will attack a town. The conditions for attacking a town
; are based strictly on the occupation of the creatures in each of the four mine exits. For each creature
; there is a base chance of 10% that the creatures will feed sometime during the night. (-100 to 100)
CREATURE_TOWN_AGGRESSIVENESS_NOVICE = -10
CREATURE_TOWN_AGGRESSIVENESS_EXPERIENCED = 0
CREATURE_TOWN_AGGRESSIVENESS_EXPERT = 10
CREATURE_TOWN_AGGRESSIVENESS_INSANE = 50
+117 -159
View File
@@ -301,12 +301,6 @@ MERCS_CAN_BE_ON_ASSIGNMENT = 0
;Can AIM/MERC mercs die while away on other assignments?
MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
;How many mercs can die at each difficulty level?
MAX_MERC_DEATHS_EASY = 1
MAX_MERC_DEATHS_EXPERIENCED = 2
MAX_MERC_DEATHS_EXPERT = 3
MAX_MERC_DEATHS_INSANE = 4
;------------------------------------------------------------------------------------------------------------------------------
; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
; only be recruited for a limited amount of time.
@@ -1120,17 +1114,6 @@ PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE
; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Bonus APs for Enemy Soldiers:
; Number of extra APs for enemy troops at the various difficulty levels.
; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_AP_BONUS_NOVICE = 0
ENEMY_AP_BONUS_EXPERIENCED = 0
ENEMY_AP_BONUS_EXPERT = 0
ENEMY_AP_BONUS_INSANE = 5
;------------------------------------------------------------------------------------------------------------------------------
; Bonus for the player's mercs
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
@@ -1953,6 +1936,40 @@ AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
; If set to TRUE, tanks can move around in tactical.
ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = FALSE
; If set to TRUE, cars can run over people.
; Note feature won't be very effective without ALLOW_DRIVING_VEHICLES_IN_TACTICAL set to TRUE.
ALLOW_CARS_DRIVING_OVER_PEOPLE = FALSE
; If set to TRUE, tanks can run over people.
; Note feature won't be very effective without ENEMY_TANKS_CAN_MOVE_IN_TACTICAL set to TRUE.
ALLOW_TANKS_DRIVING_OVER_PEOPLE = FALSE
; When shift is pressed cars can ram through structures, but only those with armour lower than specified value (0-255).
; 0 effectively disables the feature. Default 30.
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
; When shift is pressed tanks can ram through structures, but only those with armour lower than specified value (0-255).
; 0 effectively disables the feature. Default 70.
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE
; If set to TRUE, tanks can noticed as soon as any part of it is visible.
ENEMY_TANKS_ANY_PART_VISIBLE = FALSE
; If set to TRUE, enemies can use launchables even against single mercs and in perfect health
ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
ENEMIES_BLOW_OBSTACLES_UP = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 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
; the rag to completely erase the camo.
@@ -2665,6 +2682,74 @@ FOOD_EATING_SOUNDS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Disease Settings]
; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. You can get them from
; -insects in swamp & tropical sectors
; -contact with other people, animals and the dead
; -open wounds
; -spoiled food (requires food system to be on)
;
; A Disease will give you certain mali. This can even be a health loss. If untreated, most diseases get worse, in extreme cases, you could die from it.
; Doctors can cure most diseases. Some medicine items also help, and you can protect yourself with other items.
; set this to TRUE to play with diseases.
DISEASE = FALSE
; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia.
; It can break out in swamp & tropical sectors and spread as infected troops move around.
; In bad cases, it can affect entire cities. Infected population will suffer just as your mercs do. If you don't act, this could be a severe threat to yoru campaign.
; It does work on both sides though, the army can suffer jsut as well... especially if you give it a push ;-)
DISEASE_STRATEGIC = TRUE
; The World Health Organization has a website that contains a few helpful tips on diseases.
; It also allows you to subscribe. This will csot you money every day; in return you have access to a new map mode that shows you where in Arulco arulcan plague has broken out.
; requires DISEASE and DISEASE_STRATEGIC to be TRUE
DISEASE_WHO_SUBSCRIPTIONCOST = 2000
;******************************************************************************************************************************
;******************************************************************************************************************************
[Dynamic Opinion Settings]
;******************************************************************************************************************************
; In this section you can specify wether mercs form dynamic opinions on each other
;******************************************************************************************************************************
; mercs can form dynamic opinions of each other, this in turn will affect their morale
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
DYNAMIC_OPINIONS = FALSE
; notify the player of opinon changes in the message log
DYNAMIC_OPINIONS_SHOWCHANGE = TRUE
; if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a
; negative opinion of merc B
WAGE_ACCEPTANCE_FACTOR = 1.5
;******************************************************************************************************************************
;******************************************************************************************************************************
[Dynamic Dialogue Settings]
;******************************************************************************************************************************
; In this section you can specify wether mercs talk to each other
;******************************************************************************************************************************
; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other.
; This can happen whenever something influences their relationship
; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers
; depending on their relations and personality
; If an IMP interejcts, the player has a short time to select the kin of response he wants to give.
DYNAMIC_DIALOGUE = FALSE
; the dialogue boxes will stay on for x milliseconds
DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Fortification Settings]
;******************************************************************************************************************************
@@ -2835,17 +2920,6 @@ GAME_PROGRESS_MINIMUM = 0
; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
GAME_PROGRESS_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; Number of kills required to get a single progress point, based on game difficulty.
; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above)
;------------------------------------------------------------------------------------------------------------------------------
NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
;------------------------------------------------------------------------------------------------------------------------------
; The minimum progress level required to trigger some events.
; Range: 0-100%
@@ -2965,6 +3039,11 @@ RND_ENTER_MILITIA_REINFORCEMENTS = 6
; Don't allow permanent items removal for no merc in that sector
NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank.
ARMY_USES_TANKS_IN_ATTACKS = FALSE
; Depending on game difficulty enemy groups created during offensives can include tanks.
ARMY_USES_TANKS_IN_PATROLS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
;------------------------------------------------------------------------------------------------------------------------------
@@ -3105,29 +3184,33 @@ PRISONER_DEFECT_CHANCE = 25
; chance that interrogated soldiers can give info on enemy positions
PRISONER_INFO_BASECHANCE = 25
; chance that interrogated soldiers can give info on enemy numbers
; if they give info, chance that interrogated soldiers can give info on enemy numbers
PRISONER_INFO_NUMBER_CHANCE = 30
; chance that interrogated soldiers can give info on enemy movement directions
; if they give info, chance that interrogated soldiers can give info on enemy movement directions
PRISONER_INFO_DIRECTION_CHANCE = 40
; chance that interrogated soldiers pay you ransom money
; chance that interrogated soldiers get you ransom money
PRISONER_RANSOM_CHANCE = 25
; chance that you get nothing
PRISONER_NOTHING_CHANCE = 25
; 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
; Interrogation first removes admin prisoners, then regulars then elites and then officers (see Tactical Enemy Role for an explanation on officers)
; 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
; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
PRISONER_INTERROGATION_POINTS_ADMIN = 80
PRISONER_INTERROGATION_POINTS_REGULAR = 100
PRISONER_INTERROGATION_POINTS_ELITE = 140
PRISONER_INTERROGATION_POINTS_OFFICER = 250
PRISONER_INTERROGATION_POINTS_GENERAL = 250
; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
; See also Tactical Enemy Role Settings for this
; See also Tactical Enemy Role Settings for what generals are
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Repair
@@ -3297,9 +3380,6 @@ ENABLE_ARMOR_COVERAGE = FALSE
DYNAMIC_AMMO_WEIGHT = FALSE
; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished.
MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too,
; but won't lower B/5AP below 0.
@@ -3372,128 +3452,6 @@ SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
NEW_AGGRESSIVE_AI = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Enemy army composition
;
; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign.
;------------------------------------------------------------------------------------------------------------------------------
; Percentage of troops that are actually placed on the map at the start of the game.
; 100 = All "default" troops are placed.
; 200 = Twice as many troops are placed.
INITIAL_GARRISON_PERCENTAGES_NOVICE = 70
INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100
INITIAL_GARRISON_PERCENTAGES_EXPERT = 150
INITIAL_GARRISON_PERCENTAGES_INSANE = 200
; Minimum enemy group size. Enemy groups will never be smaller than this!
MIN_ENEMY_GROUP_SIZE_NOVICE = 3
MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4
MIN_ENEMY_GROUP_SIZE_EXPERT = 6
MIN_ENEMY_GROUP_SIZE_INSANE = 12
; Percent of troops converted to extra elites in enemy groups
PERCENT_EXTRA_ELITES_EXPERIENCED = 0
PERCENT_EXTRA_ELITES_EXPERT = 25
PERCENT_EXTRA_ELITES_INSANE = 50
;------------------------------------------------------------------------------------------------------------------------------
; Queen's Pool
;
; These settings control how many troops the queen has for using against you, how many new troops she gets every day,
; and so on. If the queen runs out of troops, she will take some time to recruit new soldiers.
;------------------------------------------------------------------------------------------------------------------------------
; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE
UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE
UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE
UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE
; Amount of troops available to the queen at game start
QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150
QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200
QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400
QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000
; Amount of troops that will be added to queens army when the troops pool is empty
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
;------------------------------------------------------------------------------------------------------------------------------
; Alert Levels
;
; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes
; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better
; chance of spotting your mercs in the wilderness and chasing them around.
;
; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in
; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically.
;
; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map.
;------------------------------------------------------------------------------------------------------------------------------
; Sets the starting alert chances.
ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5
ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20
ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60
ENEMY_STARTING_ALERT_LEVEL_INSANE = 80
; When an enemy spots and chases a player group, the alertness value decrements by this value.
; Ranges from 1-100 (but recommend 20-60).
ENEMY_ALERT_DECAY_NOVICE = 75
ENEMY_ALERT_DECAY_EXPERIENCED = 50
ENEMY_ALERT_DECAY_EXPERT = 25
ENEMY_ALERT_DECAY_INSANE = 10
; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable
; is what is used to determine the free checks.
NUM_AWARE_BATTLES_NOVICE = 1
NUM_AWARE_BATTLES_EXPERIENCED = 2
NUM_AWARE_BATTLES_EXPERT = 3
NUM_AWARE_BATTLES_INSANE = 4
;------------------------------------------------------------------------------------------------------------------------------
; Queen's Army AI / Behavior
;
; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive
; she is about it.
;------------------------------------------------------------------------------------------------------------------------------
; The base interval between the queen's decisions. She can only make one decision at a time.
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180
BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90
; A random variation to the interval between queen's decisions.
EVALUATION_DELAY_VARIANCE_NOVICE = 240
EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180
EVALUATION_DELAY_VARIANCE_EXPERT = 120
EVALUATION_DELAY_VARIANCE_INSANE = 60
; This is a delay between the player taking a sector, and the queen being able to decide to attack it.
; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48
GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6
; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
; A longer grace period causes defeated enemy patrols to reappear less often.
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8
GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2
; Determines whether the queen always prefers attacking your sectors to defending her own.
; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable
; unlimited reinforcements
AGGRESSIVE_QUEEN_AI_NOVICE = FALSE
AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE
AGGRESSIVE_QUEEN_AI_EXPERT = FALSE
AGGRESSIVE_QUEEN_AI_INSANE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Individual Enemy Group Behavior
;
+6 -1
View File
@@ -516,6 +516,11 @@ function InitNewGame()
end
end
-- Get starting cash from DifficultySettings.xml
SetStartingCashDifLevel(newDIFFICULTY_LEVEL)
-- Get starting cash from JA2Options.ini
--[[
if ( newDIFFICULTY_LEVEL == DIF_LEVEL_EASY ) then
iStartingCash = GetStartingCashNovice()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_MEDIUM ) then
@@ -525,6 +530,6 @@ function InitNewGame()
elseif ( newDIFFICULTY_LEVEL == DIF_LEVEL_INSANE ) then
iStartingCash = GetStartingCashInsane()
end
AddTransactionToPlayersBook( Fincances.ANONYMOUS_DEPOSIT, 0, GetWorldTotalMin(), iStartingCash )
]]
end
+431
View File
@@ -0,0 +1,431 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
uiIndex : 0 - 15
Name : The short name of the difficulty.
ConfirmText : The description of the difficulty.
StartingCash : These are the Starting cash values for the various difficulties.
The only restriction with these, is the INT32 they are stored in. (range is about 2 billion).
You can also set negative values here.
EnemyAPBonus : Bonus APs for Enemy Soldiers:
Number of extra APs for enemy troops at the various difficulty levels.
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
NumKillsPerProgressPoint : Number of kills required to get a single progress point, based on game difficulty.
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see JA2Options.ini)
InitialGarrisonPercentages : Percentage of troops that are actually placed on the map at the start of the game.
100 = All "default" troops are placed.
200 = Twice as many troops are placed.
MinEnemyGroupSize : Minimum enemy group size. Enemy groups will never be smaller than this!
PercentElitesBonus : Percent of troops converted to extra elites in enemy groups
UnlimitedPoolOfTroops : 0 - false, 1 - true. Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
QueensInitialPoolOfTroops : Amount of troops available to the queen at game start
QueenPoolIncrementPerDifficultyLevel : Amount of troops that will be added to queens army when the troops pool is empty
EnemyStartingAlertLevel : Sets the starting alert chances.
EnemyAlertDecay : When an enemy spots and chases a player group, the alertness value decrements by this value. Ranges from 1-100 (but recommend 20-60).
NumAwareBattles : Certain conditions can cause the queen to go into a "full alert" mode.
This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur.
The same variable is what is used to determine the free checks.
BaseDelayInMinutesBetweenEvaluations : The base interval between the queen's decisions. She can only make one decision at a time.
EvaluationDelayVariance : A random variation to the interval between queen's decisions.
GracePeriodInHoursAfterSectorLiberation : This is a delay between the player taking a sector, and the queen being able to decide to attack it.
A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
GracePeriodInDaysAfterPatrolDestroyed : This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
A longer grace period causes defeated enemy patrols to reappear less often.
AggressiveQueenAi : 0 - false 1 - true. Determines whether the queen always prefers attacking your sectors to defending her own.
JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable unlimited reinforcements.
MaxMercDeaths : How many mercs can die at each difficulty level? min = 0 max = 10
{Creatures Settings}
CreatureSpreadTime : This is how often the creatures spread, once the quest begins. The smaller the gap, the faster the creatures will advance.
This is also directly related to the reproduction rates which are applied each time the creatures spread. (in mins, 5 - 14400)
QueenReproductionBase : This is how many creatures the queen produces for each cycle of spreading. The higher the numbers the faster the creatures will advance. (1 - 30)
QueenReproductionBonus : Random bonus for each cycle of spreading. (0 - 10)
QueenInitBonusSpread : Once the queen is added to the game, we can instantly let her spread x number of times to give her a head start.
This can also be a useful tool for having slow reproduction rates but quicker head start to compensate to make the creatures less aggressive overall. (1 - 10)
CreaturePopulationModifier : This value modifies the chance to populate a given sector. This is different from the previous definition.
This value gets applied to a potentially complicated formula, using the creature habitat to modify chance to populate, along with factoring in the relative distance to the hive range (to promote deeper lair population increases), etc.
Would recommend not tweaking the value too much in either direction from zero due to the fact that this can greatly effect spread times and maximum populations.
Basically, if the creatures are spreading too quickly, increase the value, otherwise decrease it to a negative value. (-5 to 5)
CreatureTownAggressiveness : Augments the chance that the creatures will attack a town. The conditions for attacking a town are based strictly on the occupation of the creatures in each of the four mine exits.
For each creature there is a base chance of 10% that the creatures will feed sometime during the night. (-100 to 100)
{Underground sectors}
These parameters are used only if in the folder the "Data\Scripts" and "Data-1.13\Scripts" or in the different folder (OtherMod\Scripts\), there is no file initunderground.lua.
SectorJ9B1NumTroops : Enemy soldiers quantity.
SectorJ9B2NumCreatures : The value is counted according to the formula : 2 + SectorJ9B2NumCreatures*2 + Random( 2 )
SectorK4B1NumTroops : The value is counted according to the formula : 6 + SectorK4B1NumTroops*2 + Random( 3 )
SectorK4B1NumElites : The value is counted according to the formula : 4 + SectorK4B1NumElites + Random( 2 )
SectorO3B1NumTroops : The value is counted according to the formula : 6 + SectorO3B1NumTroops*2 + Random( 3 )
SectorO3B1NumElites : The value is counted according to the formula : 4 + SectorO3B1NumElites + Random( 2 )
SectorP3B1NumElites : The value is counted according to the formula : SectorP3B1NumElites + Random( 6 )
{Strategic Other}
StrategicAiActionWakeQueen : When first fight finished, wake up queen ? 0- false 1 - true
UpdateLastDayOfPlayerActivity : How many days ago does the player check he was active in the captured sector ?
ChanceOfEnemyAmbushes : 0- false 1 - true
AllowReinforcements : The enemy can send reinforcement to the sector. 0- false 1 - true
AllowReinforcementsOmerta : Can the enemy send reinforcement to Omerta. 0- false 1 - true
PopulationLevel2 : ?
PopulationLevel3 : ?
{Weapon Cache Troops}
Look to the file Mod_Settings.ini.
WeaponCacheTroops1 : The value is counted according to the formula : 6 + WeaponCacheTroops1 * 2
WeaponCacheTroops2 : The value is counted according to the formula : 6 + WeaponCacheTroops2 * 2
WeaponCacheTroops3 : The value is counted according to the formula : 6 + WeaponCacheTroops3 * 2
WeaponCacheTroops4 : The value is counted according to the formula : 6 + WeaponCacheTroops4 * 2
WeaponCacheTroops5 : The value is counted according to the formula : 6 + WeaponCacheTroops5 * 2
{Strategic Other}
UpgradeAdminsToTroops : Upgrade all moving enemy groups for administrators ? : 0 - false, 1 - true
UpgradeGarrisonsAdminsToTroops : Upgrade all garrisons for administrators ? : 0 - false, 1 - true
QueenAttackLosingControlOfSector : set to increase enemy attacks for lost sector. (unlimited)
BloodcatAmbushSectors : ? : 0 - false, 1 - true
AirRaidLookForDive : ? : 0 - false, 1 - true
NumberOfTurnsPowerGenFanWillBeStoppedFor : Used only at UB.
RadioSightings : Do the enemy all individuals call in the help through the radio ?
RadioSightings2 : The enemy individuals call in the help through the radio. The individual of the type the administrator do they not call in the help through the radio ?
EnemyMoraleWorried : enemy morale cannot go below worried. 0 - false, 1 - true
{CTHConstants Settings}
CthConstantsAimDifficulty : min -1000.0, max 1000.0
CthConstantsBaseDifficulty : These modifiers are applied based on game difficulty, and only affect the base CTH of ENEMY COMBATANTS. min -1000.0, max 1000.0
-->
<DIFFICULTY_SETTINGS>
<DIFFICULTY>
<uiIndex>0</uiIndex>
<Name>Not Used!</Name>
<ConfirmText>Not Used!</ConfirmText>
<StartingCash>0</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>0</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>0</InitialGarrisonPercentages>
<MinEnemyGroupSize>0</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>0</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>0</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>0</EnemyStartingAlertLevel>
<EnemyAlertDecay>0</EnemyAlertDecay>
<NumAwareBattles>0</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>0</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>0</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>0</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>0</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>0</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>0</CreatureSpreadTime>
<QueenReproductionBase>0</QueenReproductionBase>
<QueenReproductionBonus>0</QueenReproductionBonus>
<QueenInitBonusSpread>0</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>0</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>0</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>0</SectorK4B1NumTroops>
<SectorK4B1NumElites>0</SectorK4B1NumElites>
<SectorO3B1NumTroops>0</SectorO3B1NumTroops>
<SectorO3B1NumElites>0</SectorO3B1NumElites>
<SectorP3B1NumElites>0</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>0</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>0</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>0</WeaponCacheTroops1>
<WeaponCacheTroops2>0</WeaponCacheTroops2>
<WeaponCacheTroops3>0</WeaponCacheTroops3>
<WeaponCacheTroops4>0</WeaponCacheTroops4>
<WeaponCacheTroops5>0</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>0</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-100.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-100.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>1</uiIndex>
<Name>Novice</Name>
<ConfirmText>You have chosen NOVICE mode. This setting is appropriate for those new to Jagged Alliance, those new to strategy games in general, or those wishing shorter battles in the game. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Novice mode?</ConfirmText>
<StartingCash>45000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>7</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>70</InitialGarrisonPercentages>
<MinEnemyGroupSize>3</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>150</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>5</EnemyStartingAlertLevel>
<EnemyAlertDecay>75</EnemyAlertDecay>
<NumAwareBattles>1</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>480</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>240</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>144</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>16</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>2</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>510</CreatureSpreadTime>
<QueenReproductionBase>6</QueenReproductionBase>
<QueenReproductionBonus>1</QueenReproductionBonus>
<QueenInitBonusSpread>1</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>-10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>8</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>1</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>1</SectorK4B1NumTroops>
<SectorK4B1NumElites>1</SectorK4B1NumElites>
<SectorO3B1NumTroops>1</SectorO3B1NumTroops>
<SectorO3B1NumElites>1</SectorO3B1NumElites>
<SectorP3B1NumElites>8</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>-15</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>1</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>1</WeaponCacheTroops1>
<WeaponCacheTroops2>1</WeaponCacheTroops2>
<WeaponCacheTroops3>1</WeaponCacheTroops3>
<WeaponCacheTroops4>1</WeaponCacheTroops4>
<WeaponCacheTroops5>1</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>-30.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>-30.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>2</uiIndex>
<Name>Experienced</Name>
<ConfirmText>You have chosen EXPERIENCED mode. This setting is suitable for those already familiar with Jagged Alliance or similar games. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Experienced mode?</ConfirmText>
<StartingCash>35000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>10</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>100</InitialGarrisonPercentages>
<MinEnemyGroupSize>4</MinEnemyGroupSize>
<PercentElitesBonus>0</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>200</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>20</EnemyStartingAlertLevel>
<EnemyAlertDecay>50</EnemyAlertDecay>
<NumAwareBattles>2</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>360</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>180</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>96</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>12</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>4</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>450</CreatureSpreadTime>
<QueenReproductionBase>7</QueenReproductionBase>
<QueenReproductionBonus>2</QueenReproductionBonus>
<QueenInitBonusSpread>2</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>0</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>11</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>2</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>2</SectorK4B1NumTroops>
<SectorK4B1NumElites>2</SectorK4B1NumElites>
<SectorO3B1NumTroops>2</SectorO3B1NumTroops>
<SectorO3B1NumElites>2</SectorO3B1NumElites>
<SectorP3B1NumElites>10</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>0</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>1</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>5</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>1</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>2</WeaponCacheTroops1>
<WeaponCacheTroops2>2</WeaponCacheTroops2>
<WeaponCacheTroops3>2</WeaponCacheTroops3>
<WeaponCacheTroops4>2</WeaponCacheTroops4>
<WeaponCacheTroops5>2</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>0</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>1</BloodcatAmbushSectors>
<AirRaidLookForDive>0</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>2</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>0</RadioSightings>
<RadioSightings2>0</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>0.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>0.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>3</uiIndex>
<Name>Expert</Name>
<ConfirmText>You have chosen EXPERT mode. We warned you. Don't blame us if you get shipped back in a body bag. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in Expert mode?</ConfirmText>
<StartingCash>30000</StartingCash>
<EnemyAPBonus>0</EnemyAPBonus>
<NumKillsPerProgressPoint>15</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>150</InitialGarrisonPercentages>
<MinEnemyGroupSize>6</MinEnemyGroupSize>
<PercentElitesBonus>25</PercentElitesBonus>
<UnlimitedPoolOfTroops>0</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>400</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>60</EnemyStartingAlertLevel>
<EnemyAlertDecay>25</EnemyAlertDecay>
<NumAwareBattles>3</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>180</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>120</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>48</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>8</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>0</AggressiveQueenAi>
<MaxMercDeaths>6</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>390</CreatureSpreadTime>
<QueenReproductionBase>9</QueenReproductionBase>
<QueenReproductionBonus>3</QueenReproductionBonus>
<QueenInitBonusSpread>3</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>10</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>15</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>3</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>3</SectorK4B1NumTroops>
<SectorK4B1NumElites>3</SectorK4B1NumElites>
<SectorO3B1NumTroops>3</SectorO3B1NumTroops>
<SectorO3B1NumElites>3</SectorO3B1NumElites>
<SectorP3B1NumElites>14</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>1</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>12</ChanceOfEnemyAmbushes>
<AllowReinforcements>0</AllowReinforcements>
<AllowReinforcementsOmerta>0</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>3</WeaponCacheTroops1>
<WeaponCacheTroops2>3</WeaponCacheTroops2>
<WeaponCacheTroops3>3</WeaponCacheTroops3>
<WeaponCacheTroops4>3</WeaponCacheTroops4>
<WeaponCacheTroops5>3</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>0</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>1</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>0</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>1</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>1</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>0</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>20.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>20.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
<DIFFICULTY>
<uiIndex>4</uiIndex>
<Name>Insane</Name>
<ConfirmText>You have chosen INSANE mode. WARNING: Don't blame us if you get shipped back in little pieces... Deidranna WILL kick your ass. Hard. Your choice will affect things throughout the entire course of the game, so choose wisely. Are you sure you want to play in INSANE mode?</ConfirmText>
<StartingCash>15000</StartingCash>
<EnemyAPBonus>5</EnemyAPBonus>
<NumKillsPerProgressPoint>60</NumKillsPerProgressPoint>
<InitialGarrisonPercentages>200</InitialGarrisonPercentages>
<MinEnemyGroupSize>12</MinEnemyGroupSize>
<PercentElitesBonus>50</PercentElitesBonus>
<UnlimitedPoolOfTroops>1</UnlimitedPoolOfTroops>
<QueensInitialPoolOfTroops>8000</QueensInitialPoolOfTroops>
<QueenPoolIncrementPerDifficultyLevel>60</QueenPoolIncrementPerDifficultyLevel>
<EnemyStartingAlertLevel>80</EnemyStartingAlertLevel>
<EnemyAlertDecay>10</EnemyAlertDecay>
<NumAwareBattles>4</NumAwareBattles>
<BaseDelayInMinutesBetweenEvaluations>90</BaseDelayInMinutesBetweenEvaluations>
<EvaluationDelayVariance>60</EvaluationDelayVariance>
<GracePeriodInHoursAfterSectorLiberation>6</GracePeriodInHoursAfterSectorLiberation>
<GracePeriodInDaysAfterPatrolDestroyed>2</GracePeriodInDaysAfterPatrolDestroyed>
<AggressiveQueenAi>1</AggressiveQueenAi>
<MaxMercDeaths>8</MaxMercDeaths>
<!-- Creatures Settings -->
<CreatureSpreadTime>150</CreatureSpreadTime>
<QueenReproductionBase>15</QueenReproductionBase>
<QueenReproductionBonus>5</QueenReproductionBonus>
<QueenInitBonusSpread>5</QueenInitBonusSpread>
<CreaturePopulationModifier>0</CreaturePopulationModifier>
<CreatureTownAggressiveness>50</CreatureTownAggressiveness>
<!-- Underground sectors -->
<SectorJ9B1NumTroops>20</SectorJ9B1NumTroops>
<SectorJ9B2NumCreatures>4</SectorJ9B2NumCreatures>
<SectorK4B1NumTroops>4</SectorK4B1NumTroops>
<SectorK4B1NumElites>4</SectorK4B1NumElites>
<SectorO3B1NumTroops>4</SectorO3B1NumTroops>
<SectorO3B1NumElites>4</SectorO3B1NumElites>
<SectorP3B1NumElites>20</SectorP3B1NumElites>
<!-- Strategic Other -->
<StrategicAiActionWakeQueen>1</StrategicAiActionWakeQueen>
<UpdateLastDayOfPlayerActivity>2</UpdateLastDayOfPlayerActivity>
<ChanceOfEnemyAmbushes>25</ChanceOfEnemyAmbushes>
<AllowReinforcements>1</AllowReinforcements>
<AllowReinforcementsOmerta>1</AllowReinforcementsOmerta>
<PopulationLevel2>0</PopulationLevel2>
<PopulationLevel3>0</PopulationLevel3>
<!-- Weapon Cache Troops -->
<WeaponCacheTroops1>4</WeaponCacheTroops1>
<WeaponCacheTroops2>4</WeaponCacheTroops2>
<WeaponCacheTroops3>4</WeaponCacheTroops3>
<WeaponCacheTroops4>4</WeaponCacheTroops4>
<WeaponCacheTroops5>4</WeaponCacheTroops5>
<!-- Strategic Other -->
<UpgradeAdminsToTroops>1</UpgradeAdminsToTroops>
<UpgradeGarrisonsAdminsToTroops>1</UpgradeGarrisonsAdminsToTroops>
<QueenAttackLosingControlOfSector>1</QueenAttackLosingControlOfSector>
<BloodcatAmbushSectors>0</BloodcatAmbushSectors>
<AirRaidLookForDive>1</AirRaidLookForDive>
<NumberOfTurnsPowerGenFanWillBeStoppedFor>1</NumberOfTurnsPowerGenFanWillBeStoppedFor>
<RadioSightings>1</RadioSightings>
<RadioSightings2>1</RadioSightings2>
<EnemyMoraleWorried>1</EnemyMoraleWorried>
<!-- CTHConstants Settings -->
<CthConstantsAimDifficulty>50.0</CthConstantsAimDifficulty>
<CthConstantsBaseDifficulty>50.0</CthConstantsBaseDifficulty>
</DIFFICULTY>
</DIFFICULTY_SETTINGS>
+4 -4
View File
@@ -103,7 +103,7 @@ So 9 actually means 90% of whatever APs have been calculated.
<Description_CHI>这是百分比数值。
例:9指有90%的 AP 值被计算。15 = 150%,如此。</Description_CHI>
<Description_FRE>Cette valeur est l'ajustement en pourcentage qui détermine le nombre de PA pour un monstre fou furieux.
9 = Un jeune crépitus aura 90 % de ses PA normaux.
9 = Un crépitus furieux aura 90 % de ses PA normaux.
15 = 150 %.
Etc.</Description_FRE>
</Property>
@@ -473,7 +473,7 @@ It adjusts how many AP per damage point taken are lost.</Description_ENG>
<Description_RUS>Определяет количество АР, теряющихся при падении, в результате наступания на шарики или получения большого урона</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI>摔倒(踩到弹球或被菊爆)时造成的 AP 损失。</Description_CHI>
<Description_FRE>Cette valeur est le nombre de PA qui sont perdus en marchant sur des billes ou en recevant un coup très fort.</Description_FRE>
<Description_FRE>Cette valeur est le nombre de PA qui sont perdus en tombant au sol après avoir marché sur des billes ou reçu un coup très fort.</Description_FRE>
</Property>
<Property name="AP_OPEN_DOOR" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="12" interval="1">
<Description_ENG>AP-costs involved in opening doors.</Description_ENG>
@@ -1205,7 +1205,7 @@ valeurs valides = 100 à 1000 (par défaut 125).
<Description_RUS>Определяет расход энергии при изымании предметов у противника.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI></Description_CHI>
<Description_FRE>Cette valeur est le nombre de PA qui sont nécessaires pour voler un ennemi.
<Description_FRE>Cette valeur est le nombre de points d'énergie qui sont nécessaires pour voler un ennemi.
(NdT : Attention, au moment de la traduction, la définition était très vague).</Description_FRE>
</Property>
<Property name="BP_START_FIRST_AID" datatype="numeric" minvalue="-1000" maxvalue="1000" defaultvalue="0" interval="5">
@@ -1241,7 +1241,7 @@ valeurs valides = 100 à 1000 (par défaut 125).
<Description_RUS>Определяет расход энергии при падении.</Description_RUS>
<Description_POL></Description_POL>
<Description_CHI></Description_CHI>
<Description_FRE>Cette valeur est le nombre de points d'énergie qui sont perdus en marchant sur des billes ou en recevant un coup très fort.
<Description_FRE>Cette valeur est le nombre de points d'énergie qui sont perdus en tombant au sol après avoir marché sur des billes ou reçu un coup très fort.
(NdT : Attention, au moment de la traduction, la définition était très vague).</Description_FRE>
</Property>
<Property name="BP_OPEN_DOOR" datatype="numeric" minvalue="-1000" maxvalue="1000" defaultvalue="30" interval="5">
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