- New Feature: Enemy Generals are unique enemies whose location randomized and unknwon to the player. As long as they are alive, the enemy gets signifiant strategic boni. The player must learn of their location and take take them out, preferrably without alerting them prior.

- Covert Ops: Bleeding is deemed suspicious only if COVERT_DETECTEDIFBLEEDING is set to TRUE. 

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2028 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
Flugente
2014-05-01 13:24:23 +00:00
parent c7b5ea26fe
commit 9ebc7386ae
6 changed files with 50 additions and 3 deletions
+47 -3
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@@ -2078,6 +2078,7 @@ ENEMYROLES = TRUE
; - radio operators
; - snipers
; - mortarmen
; - generals (a special kind of officer)
; Default 4, values between 0 and 20.
ENEMYROLES_TURNSTOUNCOVER = 4
@@ -2137,6 +2138,43 @@ ENEMY_OFFICERS_MORALE_MODIFIER = 0.1
; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1
;******************************************************************************************************************************
; GENERALS
;******************************************************************************************************************************
; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old
; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are -
; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector
; and try to assassinate the generals.
; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small
; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player
; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky.
; Generals are important targets, as long as they are alive, the enemy will get significant boni to
; - its decision speed
; - its travelling speed
ENEMY_GENERALS = FALSE
; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely.
; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move
; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
ENEMY_GENERALS_NUMBER = 5
; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them
; Default 4, values between 0 and 10.
ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions,
; making the game more difficult.
; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%.
; Default 0.05, values between 0.0 and 0.1.
ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05
; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this
; speeds up enemy AI travel times per general alive GLOBALLY.
; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%.
; Default 0.03, values between 0.0 and 0.1.
ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
;******************************************************************************************************************************
;******************************************************************************************************************************
@@ -3050,13 +3088,19 @@ PRISONER_INFO_DIRECTION_CHANCE = 40
PRISONER_RANSOM_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 and then elites
; 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
; special prisoners do not exist... yet.
PRISONER_INTERROGATION_POINTS_ADMIN = 80
PRISONER_INTERROGATION_POINTS_REGULAR = 100
PRISONER_INTERROGATION_POINTS_ELITE = 140
PRISONER_INTERROGATION_POINTS_SPECIAL = 250
PRISONER_INTERROGATION_POINTS_OFFICER = 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
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
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Repair
+3
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@@ -740,6 +740,9 @@ COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
; this only works on soldier disguises, levels in this trait require the elite to be more experienced to uncover the spy
COVERT_ELITES_DETECT_NEXTTILE = TRUE
; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
COVERT_DETECTEDIFBLEEDING = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Radio Operator]
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