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- Prisoners of war are now spawned in prison sectors. They have fitting dialogue etc. Harming them slightly lowers global loyalty. The roomnumbers are set in SectorNames.xml.
- Prisoner system: added ini options that allow display of surrender strength sum, and externalised surrender strength modifier. Proabilities for prisoner events were increased to more reasonable values. git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1613 4f8fa57e-7814-0410-bad4-adc449f26b7c
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@@ -1303,7 +1303,7 @@ DISPLAY_SCOPE_MODES = TRUE
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; external feeding
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;------------------------------------------------------------------------------------------------------------------------------
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; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only fro other mercs 2 = from other mercs and dedicated slots from ourself
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; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself
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EXTERNAL_FEEDING = 2
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;------------------------------------------------------------------------------------------------------------------------------
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@@ -2462,6 +2462,12 @@ ALLOW_TAKE_PRISONERS = TRUE
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; can you offer enemies a surrender option?
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ENEMY_CAN_SURRENDER = TRUE
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; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
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DISPLAY_SURRENDER_VALUES = TRUE
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; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
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SURRENDER_MULTIPLIER = 5.0
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; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
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; you to surrender, and you refused
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PLAYER_CAN_ASK_TO_SURRENDER = TRUE
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@@ -2470,10 +2476,10 @@ PLAYER_CAN_ASK_TO_SURRENDER = TRUE
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PRISONER_RETURN_TO_ARMY_CHANCE = 50
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; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
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PRISONER_DEFECT_CHANCE = 10
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PRISONER_DEFECT_CHANCE = 25
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; chance that interrogated soldiers can give info on enemy positions
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PRISONER_INFO_BASECHANCE = 10
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PRISONER_INFO_BASECHANCE = 25
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; chance that interrogated soldiers detect a specific patrol (a soldier can detect only one max)
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PRISONER_INFO_DETECT_CHANCE = 5
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@@ -2485,7 +2491,7 @@ PRISONER_INFO_NUMBER_CHANCE = 30
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 10
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PRISONER_RANSOM_CHANCE = 25
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -164,6 +164,7 @@ EventGlobal =
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GLOBAL_LOYALTY_LOSE_SAM = 11,
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GLOBAL_LOYALTY_QUEEN_BATTLE_WON = 12,
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GLOBAL_LOYALTY_GRIZZLY_DEAD = 13,
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GLOBAL_LOYALTY_PRISONERS_TORTURED = 14,
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}
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@@ -288,6 +289,11 @@ function HandleGlobalLoyaltyEvent( ubEventType, sSectorX, sSectorY, bSectorZ )
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AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
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end
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elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_PRISONERS_TORTURED then
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iLoyaltyChange = -60
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AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
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end
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end
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@@ -149,9 +149,10 @@
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<Loyalty>0</Loyalty>
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</NAME>
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<NAME>
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<!-- Prisoners of war the player keeps in his prison -->
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<uiIndex>21</uiIndex>
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<Enabled>0</Enabled>
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<szGroup>Empty Slot21</szGroup>
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<Enabled>1</Enabled>
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<szGroup>Prisoner</szGroup>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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</NAME>
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@@ -163,6 +163,7 @@
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<szDetailedExploredName>Chitzena Mine</szDetailedExploredName>
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<sWaterType>1</sWaterType>
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<usNaturalDirt>250</usNaturalDirt>
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<usPrisonRoomNumber00>3</usPrisonRoomNumber00>
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</SECTOR>
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<SECTOR>
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<SectorGrid>B3</SectorGrid>
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@@ -479,6 +480,9 @@
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<szDetailedExploredName>San Mona</szDetailedExploredName>
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<sWaterType>1</sWaterType>
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<usNaturalDirt>100</usNaturalDirt>
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<usPrisonRoomNumber00>8</usPrisonRoomNumber00>
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<usPrisonRoomNumber01>9</usPrisonRoomNumber01>
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<usPrisonRoomNumber02>10</usPrisonRoomNumber02>
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</SECTOR>
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<SECTOR>
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<SectorGrid>D6</SectorGrid>
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@@ -950,6 +954,10 @@
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<szDetailedExploredName>Cambria</szDetailedExploredName>
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<sWaterType>1</sWaterType>
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<usNaturalDirt>100</usNaturalDirt>
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<usPrisonRoomNumber00>41</usPrisonRoomNumber00>
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<usPrisonRoomNumber01>42</usPrisonRoomNumber01>
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<usPrisonRoomNumber02>44</usPrisonRoomNumber02>
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<usPrisonRoomNumber03>45</usPrisonRoomNumber03>
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</SECTOR>
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<SECTOR>
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<SectorGrid>G10</SectorGrid>
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@@ -1281,6 +1289,20 @@
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<sWaterType>1</sWaterType>
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<usNaturalDirt>100</usNaturalDirt>
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<usCurfewValue>2</usCurfewValue>
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<usPrisonRoomNumber00>38</usPrisonRoomNumber00>
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<usPrisonRoomNumber01>39</usPrisonRoomNumber01>
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<usPrisonRoomNumber02>40</usPrisonRoomNumber02>
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<usPrisonRoomNumber03>41</usPrisonRoomNumber03>
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<usPrisonRoomNumber04>42</usPrisonRoomNumber04>
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<usPrisonRoomNumber05>43</usPrisonRoomNumber05>
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<usPrisonRoomNumber06>44</usPrisonRoomNumber06>
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<usPrisonRoomNumber07>45</usPrisonRoomNumber07>
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<usPrisonRoomNumber08>46</usPrisonRoomNumber08>
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<usPrisonRoomNumber09>47</usPrisonRoomNumber09>
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<usPrisonRoomNumber10>48</usPrisonRoomNumber10>
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<usPrisonRoomNumber11>49</usPrisonRoomNumber11>
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<usPrisonRoomNumber12>50</usPrisonRoomNumber12>
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<usPrisonRoomNumber13>51</usPrisonRoomNumber13>
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</SECTOR>
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<SECTOR>
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<SectorGrid>I14</SectorGrid>
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@@ -1389,6 +1411,22 @@
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<szDetailedExploredName>Desert</szDetailedExploredName>
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<sWaterType>0</sWaterType>
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<usNaturalDirt>1000</usNaturalDirt>
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<usPrisonRoomNumber00>5</usPrisonRoomNumber00>
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<usPrisonRoomNumber01>6</usPrisonRoomNumber01>
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<usPrisonRoomNumber02>7</usPrisonRoomNumber02>
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<usPrisonRoomNumber03>8</usPrisonRoomNumber03>
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<usPrisonRoomNumber04>9</usPrisonRoomNumber04>
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<usPrisonRoomNumber05>10</usPrisonRoomNumber05>
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<usPrisonRoomNumber06>11</usPrisonRoomNumber06>
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<usPrisonRoomNumber07>12</usPrisonRoomNumber07>
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<usPrisonRoomNumber08>13</usPrisonRoomNumber08>
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<usPrisonRoomNumber09>14</usPrisonRoomNumber09>
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<usPrisonRoomNumber10>15</usPrisonRoomNumber10>
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<usPrisonRoomNumber11>16</usPrisonRoomNumber11>
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<usPrisonRoomNumber12>17</usPrisonRoomNumber12>
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<usPrisonRoomNumber13>18</usPrisonRoomNumber13>
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<usPrisonRoomNumber14>19</usPrisonRoomNumber14>
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<usPrisonRoomNumber15>20</usPrisonRoomNumber15>
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</SECTOR>
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<SECTOR>
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<SectorGrid>J10</SectorGrid>
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@@ -1957,6 +1995,7 @@
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<szDetailedExploredName>Coastal, road</szDetailedExploredName>
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<sWaterType>1</sWaterType>
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<usNaturalDirt>140</usNaturalDirt>
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<usPrisonRoomNumber00>3</usPrisonRoomNumber00>
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</SECTOR>
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<SECTOR>
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<SectorGrid>N8</SectorGrid>
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@@ -2389,6 +2389,54 @@ ENABLE_ALL_TERRORISTS = TRUE
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ENABLE_ALL_WEAPON_CACHES = FALSE
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;******************************************************************************************************************************
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; Override each map's percent likelihood of an item appearing.
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; Valid range = 0-100, where 0 uses the map values.
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; (Mainly for modders, can possibly take the fun out of the game)
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;******************************************************************************************************************************
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MAP_ITEM_CHANCE_OVERRIDE = 0
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;******************************************************************************************************************************
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; Prisoner system
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;******************************************************************************************************************************
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; can you capture enemy soldiers?
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ALLOW_TAKE_PRISONERS = TRUE
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; can you offer enemies a surrender option?
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ENEMY_CAN_SURRENDER = TRUE
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; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
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DISPLAY_SURRENDER_VALUES = TRUE
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; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
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SURRENDER_MULTIPLIER = 5.0
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; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
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; you to surrender, and you refused
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PLAYER_CAN_ASK_TO_SURRENDER = TRUE
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; chance that released soldiers join the army again
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PRISONER_RETURN_TO_ARMY_CHANCE = 50
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; chance that interrogated soldiers decide to join your cause (they will be turned into militia)
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PRISONER_DEFECT_CHANCE = 25
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; chance that interrogated soldiers can give info on enemy positions
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PRISONER_INFO_BASECHANCE = 25
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; chance that interrogated soldiers detect a specific patrol (a soldier can detect only one max)
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PRISONER_INFO_DETECT_CHANCE = 5
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; chance that interrogated soldiers can give info on enemy numbers
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PRISONER_INFO_NUMBER_CHANCE = 30
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; chance that interrogated soldiers can give info on enemy movement directions
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PRISONER_INFO_DIRECTION_CHANCE = 40
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; chance that interrogated soldiers get you ransom money
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PRISONER_RANSOM_CHANCE = 25
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -155,6 +155,8 @@ EventGlobal = {
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GLOBAL_LOYALTY_GAIN_SAM = 10,
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GLOBAL_LOYALTY_LOSE_SAM = 11,
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GLOBAL_LOYALTY_QUEEN_BATTLE_WON = 12,
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GLOBAL_LOYALTY_GRIZZLY_DEAD = 13,
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GLOBAL_LOYALTY_PRISONERS_TORTURED = 14,
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}
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@@ -272,6 +274,18 @@ local iLoyaltyChange = 0
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iLoyaltyChange = -250
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AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
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elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_GRIZZLY_DEAD then
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if ( CheckMercIsDead(3) == false ) then
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iLoyaltyChange = 1000
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AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
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end
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elseif ubEventType == EventGlobal.GLOBAL_LOYALTY_PRISONERS_TORTURED then
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iLoyaltyChange = -60
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AffectAllTownsLoyaltyByDistanceFrom( iLoyaltyChange, sSectorX, sSectorY, bSectorZ )
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end
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end
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@@ -141,19 +141,21 @@
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<Loyalty>1</Loyalty>
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</NAME>
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<NAME>
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<uiIndex>20</uiIndex>
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<Enabled>0</Enabled>
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<szGroup>Empty Slot20</szGroup>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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</NAME>
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<NAME>
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<uiIndex>21</uiIndex>
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<Enabled>0</Enabled>
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<szGroup>Empty Slot21</szGroup>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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</NAME>
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<!-- This is the group assassins use, thus the name -->
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<uiIndex>20</uiIndex>
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<Enabled>0</Enabled>
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<szGroup>Militia</szGroup>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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</NAME>
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<NAME>
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<!-- Prisoners of war the player keeps in his prison -->
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<uiIndex>21</uiIndex>
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<Enabled>1</Enabled>
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<szGroup>Prisoner</szGroup>
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<AddToBattle>0</AddToBattle>
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<Loyalty>0</Loyalty>
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</NAME>
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<NAME>
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<uiIndex>22</uiIndex>
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<Enabled>0</Enabled>
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