From f75efd6beedfeeba1e17befc851f27e5d66a1e0b Mon Sep 17 00:00:00 2001 From: kitty624 <58940527+kitty624@users.noreply.github.com> Date: Thu, 26 Dec 2024 08:38:54 +0100 Subject: [PATCH] Update Ja2_Options.ini UB-1.13 and UB-vanilla - added the missing entries for Alternative_IMP_Creation --- Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini | 52 +- .../AddOns/Data-UB-Vanilla/Ja2_Options.INI | 455 ++++++++++-------- 2 files changed, 305 insertions(+), 202 deletions(-) diff --git a/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini b/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini index 646fa8cdf..50ab771e7 100644 --- a/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini +++ b/Data-UB/AddOns/Data-UB-1.13/Ja2_Options.ini @@ -184,7 +184,7 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 ; Valid values = TRUE or FALSE, Default = FALSE ;------------------------------------------------------------------------------------------------------------------------------ -USE_XML_TILESETS = FALSE +USE_XML_TILESETS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Change the number of PItem graphics files used by the game @@ -197,8 +197,54 @@ USE_XML_TILESETS = FALSE NUM_P_ITEMS = 3 -; should mercs use the backgrounds -BACKGROUNDS = TRUE +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Backgrounds] + +;****************************************************************************************************************************** +; These settings govern mercenary backgrounds. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE, mercs have backgrounds. +; +; Backgrounds can add a range of bonuses, penalties, abilities and more. +; Some of those are merely flavour, others are significant for making full use of some 1.13 features. +; Default: TRUE +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_BACKGROUNDS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE, choices in skills/character traits/disabilities determine available backgrounds during IMP creation. +; +; - don't show backgrounds in selection whose tags would contradict with a main bonus/penalty gained by previously chosen +; skill/character trait/disability +; - gain additional background choices to make up for the possible loss in variety +; - those additional backgrounds are exclusive to this option (and the sub-option REDUCED_IMP_CREATION), won't show up without +; - the additional backgrounds are also affected by the same rules as all others +; - this will only affect IMP backgrounds +; - for more details see Backgrounds.xml +; Note: requires ENABLE BACKGROUNDS to be TRUE +; Default: FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATIVE_IMP_CREATION = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE, only use a reduced set of IMP backgrounds. +; +; - only use the additional backgrounds from ALTERNATIVE_IMP_CREATION +; - by default, that's considerably fewer than the usual amount of background choices, but should cover some essentials +; - same consequences from choices in skills/character traits/disabilities as with ALTERNATIVE_IMP_CREATION +; - For more details see Backgrounds.xml +; - this will only affect IMP backgrounds +; Note: requires ALTERNATIVE_IMP_CREATION to be TRUE (will show no effect if not) +; Default: FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +REDUCED_IMP_CREATION = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** diff --git a/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI b/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI index 7b27a175d..50ab771e7 100644 --- a/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI +++ b/Data-UB/AddOns/Data-UB-Vanilla/Ja2_Options.INI @@ -82,7 +82,7 @@ ;------------------------------------------------------------------------------------------------------------------------------ ; Player mercs, valid values 16 through 32, default is 24 -MAX_NUMBER_PLAYER_MERCS = 18 +MAX_NUMBER_PLAYER_MERCS = 32 ; Player vehicles, valid values 2 through 6, default is 2 MAX_NUMBER_PLAYER_VEHICLES = 2 @@ -91,11 +91,11 @@ MAX_NUMBER_PLAYER_VEHICLES = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 -MAX_NUMBER_ENEMIES_IN_TACTICAL = 20 +MAX_NUMBER_ENEMIES_IN_TACTICAL = 32 ; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32 -MAX_NUMBER_CREATURES_IN_TACTICAL = 20 +MAX_NUMBER_CREATURES_IN_TACTICAL = 32 ; Rebels (i.e., militia), valid values 16 through 64, default is 32 -MAX_NUMBER_MILITIA_IN_TACTICAL = 20 +MAX_NUMBER_MILITIA_IN_TACTICAL = 32 ; Civilians, valid values 16 through 40, default is 32 MAX_NUMBER_CIVS_IN_TACTICAL = 32 @@ -174,7 +174,7 @@ WRITE_PROFILE_DATA_TO_XML = FALSE ; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen. ;------------------------------------------------------------------------------------------------------------------------------ -USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0 +USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file @@ -184,7 +184,7 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0 ; Valid values = TRUE or FALSE, Default = FALSE ;------------------------------------------------------------------------------------------------------------------------------ -USE_XML_TILESETS = FALSE +USE_XML_TILESETS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Change the number of PItem graphics files used by the game @@ -197,8 +197,54 @@ USE_XML_TILESETS = FALSE NUM_P_ITEMS = 3 -; should mercs use the backgrounds -BACKGROUNDS = TRUE +;****************************************************************************************************************************** +;****************************************************************************************************************************** + +[Backgrounds] + +;****************************************************************************************************************************** +; These settings govern mercenary backgrounds. +;****************************************************************************************************************************** + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE, mercs have backgrounds. +; +; Backgrounds can add a range of bonuses, penalties, abilities and more. +; Some of those are merely flavour, others are significant for making full use of some 1.13 features. +; Default: TRUE +;------------------------------------------------------------------------------------------------------------------------------ + +ENABLE_BACKGROUNDS = FALSE + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE, choices in skills/character traits/disabilities determine available backgrounds during IMP creation. +; +; - don't show backgrounds in selection whose tags would contradict with a main bonus/penalty gained by previously chosen +; skill/character trait/disability +; - gain additional background choices to make up for the possible loss in variety +; - those additional backgrounds are exclusive to this option (and the sub-option REDUCED_IMP_CREATION), won't show up without +; - the additional backgrounds are also affected by the same rules as all others +; - this will only affect IMP backgrounds +; - for more details see Backgrounds.xml +; Note: requires ENABLE BACKGROUNDS to be TRUE +; Default: FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +ALTERNATIVE_IMP_CREATION = TRUE + +;------------------------------------------------------------------------------------------------------------------------------ +; If TRUE, only use a reduced set of IMP backgrounds. +; +; - only use the additional backgrounds from ALTERNATIVE_IMP_CREATION +; - by default, that's considerably fewer than the usual amount of background choices, but should cover some essentials +; - same consequences from choices in skills/character traits/disabilities as with ALTERNATIVE_IMP_CREATION +; - For more details see Backgrounds.xml +; - this will only affect IMP backgrounds +; Note: requires ALTERNATIVE_IMP_CREATION to be TRUE (will show no effect if not) +; Default: FALSE +;------------------------------------------------------------------------------------------------------------------------------ + +REDUCED_IMP_CREATION = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -235,14 +281,14 @@ IMP_MAX_ATTRIBUTE = 85 IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 ; You get this many points for selecting a disability for your IMP. -IMP_BONUS_POINTS_FOR_DISABILITY = 0 +IMP_BONUS_POINTS_FOR_DISABILITY = 25 ; You get this many bonus attribute points for every skill trait you haven't took at IMP creation. -IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25 +IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35 ; If set to "TRUE", IMPs with expert traits will get different items than without expert traits. ; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file. -EXPERTS_GET_DIFFERENT_CHOICES = FALSE +EXPERTS_GET_DIFFERENT_CHOICES = TRUE ; The financial cost of the created IMP character. IMP_PROFILE_COST = 3000 @@ -300,7 +346,7 @@ GEARKITS_ALWAYS_AVAILABLE = FALSE ; comment on current situation from battlefield if able to (alive and well). ;------------------------------------------------------------------------------------------------------------------------------ -RECRUITABLE_SPECK = FALSE +RECRUITABLE_SPECK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc @@ -319,7 +365,7 @@ RECRUITABLE_JOHN_KULBA_DELAY = 14 ; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website. ;------------------------------------------------------------------------------------------------------------------------------ -RECRUITABLE_JA1_NATIVES = FALSE +RECRUITABLE_JA1_NATIVES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If outstanding debt to MERC exceeds this, Speck will complain on the website. @@ -371,18 +417,18 @@ EARLY_REBELS_RECRUITMENT = 3 ; Exp = 1/9 will not random ;------------------------------------------------------------------------------------------------------------------------------ -MERCS_RANDOM_STATS = 0 +MERCS_RANDOM_STATS = 1 MERCS_RANDOM_GEAR_KITS = FALSE -MERCS_RANDOM_BELL_DISTRIBUTION = TRUE -MERCS_RANDOM_STAT_RANGE = 10 -MERCS_RANDOM_EXP_RANGE = 1 +MERCS_RANDOM_BELL_DISTRIBUTION = FALSE +MERCS_RANDOM_STAT_RANGE = 10 +MERCS_RANDOM_EXP_RANGE = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE) ; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30) ;------------------------------------------------------------------------------------------------------------------------------ -MERCS_RANDOM_START_SALARY = FALSE +MERCS_RANDOM_START_SALARY = TRUE MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 @@ -395,6 +441,17 @@ MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 ; Use these settings to change the financial difficulty of the game. ;****************************************************************************************************************************** +;------------------------------------------------------------------------------------------------------------------------------ +; 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. +;------------------------------------------------------------------------------------------------------------------------------ + +STARTING_CASH_NOVICE = 45000 +STARTING_CASH_EXPERIENCED = 35000 +STARTING_CASH_EXPERT = 30000 +STARTING_CASH_INSANE = 15000 + ;------------------------------------------------------------------------------------------------------------------------------ ; Increases or decreases (by percentage) the amount of cash that mines generate every day. ; @@ -455,7 +512,7 @@ WORKER_TRAINING_POINTS = 100 ; in the game. ;------------------------------------------------------------------------------------------------------------------------------ -SELL_ITEMS_WITH_ALT_LMB = FALSE +SELL_ITEMS_WITH_ALT_LMB = TRUE SELL_ITEMS_PRICE_MODIFIER = 10 ;------------------------------------------------------------------------------------------------------------------------------ @@ -481,9 +538,9 @@ MILITIA_COST_MULTIPLIER_ELITE = 2 ; Only militia who have been in your service for 24 hours are paid! ;------------------------------------------------------------------------------------------------------------------------------ -DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0 -DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0 -DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0 +DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 +DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 +DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Change the cost of helicopter movement PER SECTOR. @@ -594,7 +651,7 @@ USE_EXTERNALIZED_LOADSCREENS = TRUE ; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. ;------------------------------------------------------------------------------------------------------------------------------ -USE_LOADSCREENHINTS = FALSE +USE_LOADSCREENHINTS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. @@ -610,14 +667,14 @@ ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0 ;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection ;------------------------------------------------------------------------------------------------------------------------------ -USE_NEW_STARTING_GEAR_INTERFACE = FALSE +USE_NEW_STARTING_GEAR_INTERFACE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Should the queen's army avoid recruiting Female soldiers? ; If set to TRUE, female enemies will only occur as Elites in the army. ;------------------------------------------------------------------------------------------------------------------------------ -RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE +RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE @@ -717,7 +774,7 @@ NWSS = FALSE ; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. ;------------------------------------------------------------------------------------------------------------------------------ -REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE +REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show backpack owner's name on the ground and in taking items interface @@ -731,11 +788,11 @@ SHOW_BACKPACK_OWNER = TRUE ; Set this to false to keep weapons loaded. ; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode. -SHIFT_F_UNLOAD_WEAPONS = FALSE +SHIFT_F_UNLOAD_WEAPONS = TRUE ; Set this to false to keep item attachments. ; Unseparable attachments will not be removed. -SHIFT_F_REMOVE_ATTACHMENTS = FALSE +SHIFT_F_REMOVE_ATTACHMENTS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". @@ -744,14 +801,14 @@ SHIFT_F_REMOVE_ATTACHMENTS = FALSE ; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) ;------------------------------------------------------------------------------------------------------------------------------ -SMART_GOGGLE_SWAP = FALSE +SMART_GOGGLE_SWAP = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles. ; When FALSE, these hotkeys will only swap goggles for the currently selected squad. ;------------------------------------------------------------------------------------------------------------------------------ -GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE +GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. @@ -759,7 +816,7 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE ; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior) ;------------------------------------------------------------------------------------------------------------------------------ -AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE +AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger. @@ -779,7 +836,7 @@ MINES_SPOTTED_NO_TALK = FALSE ; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode. ;------------------------------------------------------------------------------------------------------------------------------ -ITEMS_SPOTTED_NO_TALK = FALSE +ITEMS_SPOTTED_NO_TALK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. @@ -799,7 +856,7 @@ STAND_UP_AFTER_BATTLE = TRUE ; Enable/disable the ability to give commands to Militia during TACTICAL mode. ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_TACTICAL_MILITIA_COMMAND = FALSE +ALLOW_TACTICAL_MILITIA_COMMAND = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Use the Enhanced Description Box instead of the old one? @@ -819,7 +876,7 @@ USE_ENHANCED_DESCRIPTION_BOX = 0 ; 3 = New Autofire targeting cursor only ;------------------------------------------------------------------------------------------------------------------------------ -USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0 +USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Set default number of autofire bullets: @@ -838,7 +895,7 @@ SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1 ; character will see the exact results. ;------------------------------------------------------------------------------------------------------------------------------ -INACCURATE_CTH_READOUT = FALSE +INACCURATE_CTH_READOUT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's @@ -849,14 +906,14 @@ INACCURATE_CTH_READOUT = FALSE ; displayed as normal. ;------------------------------------------------------------------------------------------------------------------------------ -HIDE_BULLET_COUNT_INTENSITY = 0 +HIDE_BULLET_COUNT_INTENSITY = 75 ;------------------------------------------------------------------------------------------------------------------------------ ; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution. ; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions. ;------------------------------------------------------------------------------------------------------------------------------ -MAXIMUM_MESSAGES_IN_TACTICAL = 6 +MAXIMUM_MESSAGES_IN_TACTICAL = 36 ;------------------------------------------------------------------------------------------------------------------------------ ; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). @@ -873,7 +930,7 @@ TACTICAL_FACE_ICON_STYLE = 0 ; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. ;------------------------------------------------------------------------------------------------------------------------------ -SHOW_CAMOUFLAGE_FACES = FALSE +SHOW_CAMOUFLAGE_FACES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show health text when hovering the mouse over an enemy / creature. @@ -897,7 +954,7 @@ SHOW_ENEMY_HEALTH = 1 ; 3 - alt health bar + AP counter ;------------------------------------------------------------------------------------------------------------------------------ -SHOW_HEALTHBARSOVERHEAD = 0 +SHOW_HEALTHBARSOVERHEAD = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; How should the game display the enemy/player hit counter? @@ -1007,7 +1064,7 @@ QUICK_ITEM_0 = 1636 ; Alternative aiming-levels for targets. ;------------------------------------------------------------------------------------------------------------------------------ -ALT_AIMING_ENABLED = FALSE +ALT_AIMING_ENABLED = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE @@ -1019,7 +1076,7 @@ ALT_AIMING_ENABLED = FALSE ; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. ;------------------------------------------------------------------------------------------------------------------------------ -USE_AIMED_BURST = FALSE +USE_AIMED_BURST = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 2 @@ -1042,14 +1099,14 @@ WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE ; make it lower for silencer and to make it higher for suppressor. ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_WEAR_SUPPRESSOR = FALSE +ALLOW_WEAR_SUPPRESSOR = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Unnamed civils don't make much actions when you fire. For faster civils turns. ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_LAZY_CIVILIANS = FALSE +ALLOW_LAZY_CIVILIANS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE @@ -1074,7 +1131,7 @@ ALLOW_EXTRA_MERCHANTS = FALSE ; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) ;------------------------------------------------------------------------------------------------------------------------------ -ADD_SMOKE_AFTER_EXPLOSION = FALSE +ADD_SMOKE_AFTER_EXPLOSION = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Fire explosion creates light source @@ -1115,7 +1172,7 @@ DELAYED_GRENADE_EXPLOSION = FALSE ; 5. out of ammo and gun's magsize < 5 ;------------------------------------------------------------------------------------------------------------------------------ -CHANCE_SAY_ANNOYING_PHRASE = 100 +CHANCE_SAY_ANNOYING_PHRASE = 40 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE @@ -1123,21 +1180,21 @@ CHANCE_SAY_ANNOYING_PHRASE = 100 ; he turn on RED ALERT alarm. ;------------------------------------------------------------------------------------------------------------------------------ -NEW_AI_TACTICAL = FALSE +NEW_AI_TACTICAL = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 3 ; Penalty (in %) on tile when you shot in head (for enemy and mercs). ;------------------------------------------------------------------------------------------------------------------------------ -SHOT_HEAD_PENALTY = 3 +SHOT_HEAD_PENALTY = 4 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 2 ; Modifer of damage when hit in head (for enemy and mercs). ;------------------------------------------------------------------------------------------------------------------------------ -SHOT_HEAD_DIVISOR = 2 +SHOT_HEAD_MULTIPLIER = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 0 @@ -1153,7 +1210,7 @@ OUT_OF_SIGHT_OR_GUN_RANGE = 2 ; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.) ; This saves AP if we decide to immediately continue moving to another location. ;------------------------------------------------------------------------------------------------------------------------------ -NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE +NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE ; if TRUE, changing items in the inventory costs AP INVENTORY_MANIPULATION_COSTS_AP = FALSE @@ -1212,7 +1269,7 @@ PLAYER_AP_BONUS = 0 ; values represent percentual increase ADMIN_CTH_BONUS_PERCENT = 0 REGULAR_CTH_BONUS_PERCENT = 0 -ELITE_CTH_BONUS_PERCENT = 5 +ELITE_CTH_BONUS_PERCENT = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy item quality modifiers @@ -1234,7 +1291,7 @@ ELITE_EQUIPMENT_QUALITY_MODIFIER = 0 ; values represent percentual reduction ADMIN_DAMAGE_RESISTANCE = 0 REGULAR_DAMAGE_RESISTANCE = 0 -ELITE_DAMAGE_RESISTANCE = 0 +ELITE_DAMAGE_RESISTANCE = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; These options determine if the game skill traits should be also available to enemies or militia @@ -1252,8 +1309,8 @@ ELITE_DAMAGE_RESISTANCE = 0 ; will be more efficient with their weapons ;------------------------------------------------------------------------------------------------------------------------------ -ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE -ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE +ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE +ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait. @@ -1263,7 +1320,7 @@ ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE ; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) ;------------------------------------------------------------------------------------------------------------------------------ -ASSIGNED_SKILL_TRAITS_RARITY = 10 +ASSIGNED_SKILL_TRAITS_RARITY = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; This controls whether NPCs drop all their items when they are killed or the drop chances etc. come into play. @@ -1364,14 +1421,14 @@ NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE ; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. ;------------------------------------------------------------------------------------------------------------------------------ -REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0 +REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no ; one else will accidentally step on that mine. ;------------------------------------------------------------------------------------------------------------------------------ -MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE +MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Civilian/Militia hostility settings. @@ -1382,12 +1439,12 @@ MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE ; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed. ; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian. -CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE +CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE ; 0 = Militia will never become hostile to you, no matter what you do to them. ; 1 = Militia will only become hostile to you if you kill one of them. ; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them. -CAN_MILITIA_BECOME_HOSTILE = 2 +CAN_MILITIA_BECOME_HOSTILE = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Mercs strength during autoresolve. @@ -1397,8 +1454,8 @@ CAN_MILITIA_BECOME_HOSTILE = 2 ; would be much more capable of surviving and killing. ;------------------------------------------------------------------------------------------------------------------------------ -MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 -MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0 +MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15 +MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy Ambushes @@ -1455,7 +1512,7 @@ AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50 ; The setting can be from 0 to 200. (+-100 is recommended for good effect.) ;------------------------------------------------------------------------------------------------------------------------------ -SPECIAL_NPCS_STRONGER = 0 +SPECIAL_NPCS_STRONGER = 75 ; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them ASSASSINS_DISGUISED = TRUE @@ -1530,7 +1587,7 @@ BRIGHTNESS_MOD_15 = 9 ; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_TUNNEL_VISION = FALSE +ALLOW_TUNNEL_VISION = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If set to 0, nothing happens. @@ -1561,11 +1618,11 @@ LOWER_VISION_WHILE_RUNNING = 0 ; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. ;------------------------------------------------------------------------------------------------------------------------------ -SOLDIER_TOOLTIP_DETAIL_LEVEL = 0 +SOLDIER_TOOLTIP_DETAIL_LEVEL = 2 ; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy, ; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc. -DYNAMIC_SOLDIER_TOOLTIPS = FALSE +DYNAMIC_SOLDIER_TOOLTIPS = TRUE ; Enable/disable individual lines of information within the tooltip ; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line @@ -1573,51 +1630,51 @@ DYNAMIC_SOLDIER_TOOLTIPS = FALSE ; This requires SOLDIER_TOOLTIP_DETAIL_LEVEL = 4 ; Location, Distance -SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE -SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE -SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE +SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE +SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE +SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE ; Behavior, Condition -SOLDIER_TOOLTIP_DISPLAY_ID = FALSE -SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE -SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE -SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE -SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE +SOLDIER_TOOLTIP_DISPLAY_ID = TRUE +SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE +SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE +SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE -SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = FALSE -SOLDIER_TOOLTIP_DISPLAY_SHOCK = FALSE +SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = TRUE +SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE -SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE +SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE ; Armor, Headgear -SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE -SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE -SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE -SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE -SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE +SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE +SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE +SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE +SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE ; Weapons -SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE -SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE +SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE +SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE ; Inventory -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE -SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE +SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; ULTRA DYNAMIC TOOLTIPS ;------------------------------------------------------------------------------------------------------------------------------ ; Override the distance at which tooltips can be seen? -ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE +ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE ; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50) DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75 ; Change the amount of details received in the tooltip, based on your range to that enemy? -ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE +ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE ; Debug tooltip showing additional AI information. SOLDIER_TOOLTIP_DEBUG_AI = FALSE @@ -1642,7 +1699,7 @@ NCTH = FALSE ; Allow walking and sidesteps with raised weapons? ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE +ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Alternative Weapon Holding settings @@ -1672,7 +1729,7 @@ ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE ; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing ; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs. ; -ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0 +ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3 ; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on ; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with @@ -1710,7 +1767,7 @@ AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50 ; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing? ; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc. -WEAPON_RESTING = FALSE +WEAPON_RESTING = TRUE ; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in]. ; Value Range: 0 - 100. @@ -1721,7 +1778,7 @@ WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 ;------------------------------------------------------------------------------------------------------------------------------ ; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) -USE_SCOPE_MODES = FALSE +USE_SCOPE_MODES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Spotter skill @@ -1778,8 +1835,8 @@ INITIAL_MERC_ARRIVAL_LOCATION = 15427 ;------------------------------------------------------------------------------------------------------------------------------ MAXIMUM_POSSIBLE_CTH = 99 -MINIMUM_POSSIBLE_CTH = 1 -MINIMUM_CTH_DIVISOR = 1 +MINIMUM_POSSIBLE_CTH = 0 +MINIMUM_CTH_DIVISOR = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; The next three settings control realistic tracer fire. @@ -1802,9 +1859,9 @@ MINIMUM_CTH_DIVISOR = 1 ; ;------------------------------------------------------------------------------------------------------------------------------ -REALISTIC_TRACERS = 0 -NUM_BULLETS_PER_TRACER = 1 -CTH_BUMP_PER_TRACER = 0 +REALISTIC_TRACERS = 2 +NUM_BULLETS_PER_TRACER = 5 +CTH_BUMP_PER_TRACER = 20 MIN_RANGE_FOR_TRACER = 10 ;------------------------------------------------------------------------------------------------------------------------------ @@ -1848,7 +1905,7 @@ AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 ; Basic setting to allow more than 4 aiming clicks for any gun ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_EXTRA_AIM_LEVELS = FALSE +ALLOW_EXTRA_AIM_LEVELS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. @@ -1861,7 +1918,7 @@ ALLOW_EXTRA_AIM_LEVELS = FALSE ; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used ;------------------------------------------------------------------------------------------------------------------------------ -DYNAMIC_AIMING_LIMITS = FALSE +DYNAMIC_AIMING_LIMITS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If set to "TRUE", the AIM Levels you can spend depends on the distance. @@ -1948,10 +2005,10 @@ MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 ; is also proportional to damage. ; 0 = Disabled. ; 100 = Always. -CHANCE_BLINDED_BY_HEADSHOT = 0 +CHANCE_BLINDED_BY_HEADSHOT = 25 ; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage. -CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE +CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on and your merc can jump through open windows by pressing Shift + j. @@ -1959,16 +2016,16 @@ CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE ; there has to be a free tile next to the window (the landing tile). ;------------------------------------------------------------------------------------------------------------------------------ -CAN_JUMP_THROUGH_WINDOWS = FALSE +CAN_JUMP_THROUGH_WINDOWS = TRUE ; allows jumping through closed windows, smashing them while jumping -CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE +CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'. ;------------------------------------------------------------------------------------------------------------------------------ -CAN_CLIMB_ON_WALLS = FALSE +CAN_CLIMB_ON_WALLS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with. @@ -2001,7 +2058,7 @@ IMPROVED_TACTICAL_UI = TRUE ; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ -INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE +INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; should known NPCs use a different colour (deep blue instead of white), so we can find them more easily? @@ -2019,19 +2076,19 @@ INDIVIDUAL_ENEMY_NAMES = FALSE ; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. ;------------------------------------------------------------------------------------------------------------------------------ -INDIVIDUAL_ENEMY_RANK = FALSE +INDIVIDUAL_ENEMY_RANK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ -INDIVIDUAL_CIVILIAN_NAMES = FALSE +INDIVIDUAL_CIVILIAN_NAMES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles. ; In the xml, one can specify name/bodytype/hair/skin/traits ; If selected, the game will select a newly created soldier's data from these profiles randomly ;------------------------------------------------------------------------------------------------------------------------------ -SOLDIER_PROFILES_ENEMY = FALSE +SOLDIER_PROFILES_ENEMY = TRUE SOLDIER_PROFILES_MILITIA = FALSE ;------------------------------------------------------------------------------------------------------------------------------ @@ -2097,7 +2154,7 @@ ENEMIES_BLOW_OBSTACLES_UP = FALSE ; This is important for Camouflaged/Ranger traits. ;------------------------------------------------------------------------------------------------------------------------------ -CAMO_REMOVING = FALSE +CAMO_REMOVING = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands @@ -2129,7 +2186,7 @@ CAMO_KIT_USABLE_AREA = 5 ; * Several minor tweaks included. ;------------------------------------------------------------------------------------------------------------------------------ -ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE +ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall @@ -2151,7 +2208,7 @@ REDUCED_INSTANT_DEATH = FALSE ; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) ;------------------------------------------------------------------------------------------------------------------------------ -AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0 +AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings @@ -2198,7 +2255,7 @@ ROBOT_NO_READYTIME = FALSE ; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before ; 1 = enemies will not do that ; 2 = enemies will only TURN towards our direction, and NOT raise their weapon -NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0 +NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1 ;------------------------------------------------------------------------------------------------------------------------------ @@ -2212,7 +2269,7 @@ NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0 ; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod. ; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. ; 0 = disabled. 100 = default. Max is 250 (rather excessive). -ENERGY_COST_FOR_WEAPON_WEIGHT = 0 +ENERGY_COST_FOR_WEAPON_WEIGHT = 100 ; Weapon recoil kick: ; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand). @@ -2223,29 +2280,29 @@ ENERGY_COST_FOR_WEAPON_WEIGHT = 0 ; (should) consider firing from hip as a more beneficial stance for it. ; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like. ; 0 = disabled. 100 = default. Max is 250 (rather excessive). -ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0 +ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100 ; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such ; NPCs are not required to be in CIV_TEAM anymore. ALL_NAMED_NPCS_DECIDE_ACTION = FALSE ; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious -ACCESS_OTHER_MERC_INVENTORIES = FALSE +ACCESS_OTHER_MERC_INVENTORIES = TRUE ; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself ; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4) ; TRUE: weightbased penalty, FALSE: no penalty -BACKPACKWEIGHT_LOWERS_AP = FALSE +BACKPACKWEIGHT_LOWERS_AP = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy gun jams ;------------------------------------------------------------------------------------------------------------------------------ -ENEMY_JAMS = FALSE +ENEMY_JAMS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Use new code for random number generation ;------------------------------------------------------------------------------------------------------------------------------ -NEW_RANDOM = FALSE +NEW_RANDOM = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2257,7 +2314,7 @@ NEW_RANDOM = FALSE ;****************************************************************************************************************************** ; allow enemy roles, required for the following settings -ENEMYROLES = FALSE +ENEMYROLES = TRUE ; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns. ; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu): @@ -2455,7 +2512,7 @@ COVER_SYSTEM_UPDATE_DELAY = 500 ; effectiveness and the trap level of bombs you plant. ; With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML. ; Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\. -COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = FALSE +COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE ; Static shadows decrease brightness COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE @@ -2516,7 +2573,7 @@ COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;------------------------------------------------------------------------------------------------------------------------------ -SUPPRESSION_EFFECTIVENESS = 0 +SUPPRESSION_EFFECTIVENESS = 75 ;------------------------------------------------------------------------------------------------------------------------------ ; These modifiers control suppression effectiveness against different teams. They work together with SUPPRESSION_EFFECTIVENESS, @@ -2530,8 +2587,8 @@ SUPPRESSION_EFFECTIVENESS = 0 ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;------------------------------------------------------------------------------------------------------------------------------ -SUPPRESSION_EFFECTIVENESS_PLAYER = 0 -SUPPRESSION_EFFECTIVENESS_AI = 0 +SUPPRESSION_EFFECTIVENESS_PLAYER = 100 +SUPPRESSION_EFFECTIVENESS_AI = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Minimum and Maximum amount of Suppression Tolerance a character can have. @@ -2539,11 +2596,11 @@ SUPPRESSION_EFFECTIVENESS_AI = 0 ; NOTE: You'll cause problems if you set MIN to a value greater then MAX ;------------------------------------------------------------------------------------------------------------------------------ -SUPPRESSION_TOLERANCE_MAX = 24 +SUPPRESSION_TOLERANCE_MAX = 18 SUPPRESSION_TOLERANCE_MIN = 1 ; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value. -NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE +NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE ; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 @@ -2559,10 +2616,10 @@ NEW_SUPPRESSION_CODE = FALSE ; 200 is a LOT. ;------------------------------------------------------------------------------------------------------------------------------ -SUPPRESSION_SHOCK_INTENSITY = 0 +SUPPRESSION_SHOCK_INTENSITY = 100 ; The maximum number of Shock points a character can have. -MAX_SUPPRESSION_SHOCK = 5 +MAX_SUPPRESSION_SHOCK = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Shocked Target CTH Penalty @@ -2572,10 +2629,10 @@ MAX_SUPPRESSION_SHOCK = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point. -CTH_PENALTY_PER_TARGET_SHOCK = 0 +CTH_PENALTY_PER_TARGET_SHOCK = 2 ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! -MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0 +MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 ; Minimum range to target for full CTH penalty MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300 @@ -2595,18 +2652,18 @@ CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5 ; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack. ; 0 = No limit. -MAX_CTH_PENALTY_FROM_SHOCK = 0 +MAX_CTH_PENALTY_FROM_SHOCK = 40 ; Vision loss due to Suppression Shock. ; 0 = No vision loss. ; 2 = Vision range reduced proportionally to shock. ; 3 = Tunnel Vision increased proportionally to shock. ; 1 = Both options enabled. -SHOCK_REDUCES_SIGHTRANGE = 0 +SHOCK_REDUCES_SIGHTRANGE = 1 ; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes ; the character considerably less resistance to further suppression fire, until the shock can clear away. -COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0 +COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4 ;------------------------------------------------------------------------------------------------------------------------------ ; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon @@ -2628,14 +2685,14 @@ AI_SUPPRESS_MIN_AMMO_REMAINING = 20 ; 100 = "normal" effect. ;------------------------------------------------------------------------------------------------------------------------------ -EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0 +EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90 ;------------------------------------------------------------------------------------------------------------------------------ ; Other settings ;------------------------------------------------------------------------------------------------------------------------------ ; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN". -NOTIFY_WHEN_PINNED_DOWN = FALSE +NOTIFY_WHEN_PINNED_DOWN = TRUE ; Minimum distance at which friendly characters become suppressed their own forces. MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 @@ -2658,22 +2715,22 @@ MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable weather appearing in the game. -ALLOW_RAIN = FALSE +ALLOW_RAIN = TRUE ; Possible number of weather events happening per day RAIN_EVENTS_PER_DAY = 5 ; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY. -RAIN_CHANCE_PER_DAY = 0 +RAIN_CHANCE_PER_DAY = 70 ; Minimum/Maximum length of waether. RAIN_MIN_LENGTH_IN_MINUTES = 60 -RAIN_MAX_LENGTH_IN_MINUTES = 300 +RAIN_MAX_LENGTH_IN_MINUTES = 240 ; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type ; For slow CPUs decrease the MAX_RAIN_DROPS. ; This is the base setting for each weather -MAX_RAIN_DROPS = 80 +MAX_RAIN_DROPS = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Lightning settings @@ -2682,7 +2739,7 @@ MAX_RAIN_DROPS = 80 ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable lightning occuring during rain. -ALLOW_LIGHTNING = FALSE +ALLOW_LIGHTNING = TRUE ; Minimum/Maximum intervals between lightning in real time mode. MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 @@ -2705,7 +2762,7 @@ CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable this weather appearing in the game. -ALLOW_SANDSTORM = FALSE +ALLOW_SANDSTORM = TRUE ; Possible number of weather events happening per day SANDSTORM_EVENTS_PER_DAY = 3 @@ -2724,7 +2781,7 @@ SANDSTORM_MAX_LENGTH_IN_MINUTES = 240 ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable this weather appearing in the game. -ALLOW_SNOW = FALSE +ALLOW_SNOW = TRUE ; Possible number of weather events happening per day SNOW_EVENTS_PER_DAY = 1 @@ -2785,7 +2842,7 @@ HEARING_REDUCTION_SNOW = 0.1 ; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife. ;------------------------------------------------------------------------------------------------------------------------------ -ALLOW_SNAKES = FALSE +ALLOW_SNAKES = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2837,13 +2894,13 @@ ZOMBIE_RISE_WAVE_FREQUENCY = 60 ZOMBIE_CAN_CLIMB = TRUE ; Can zombies jump through windows? -ZOMBIE_CAN_JUMP_WINDOWS = FALSE +ZOMBIE_CAN_JUMP_WINDOWS = TRUE ; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch ; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE) ; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution. ; This still results in deadlocks! -ZOMBIE_EXPLODING_CIVS = TRUE +ZOMBIE_EXPLODING_CIVS = FALSE ; Damage is reduced by this percentage. Valid values from -50 to 95 ZOMBIE_DAMAGE_RESISTANCE = 0 @@ -2862,11 +2919,11 @@ ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE ZOMBIE_DIFFICULTY_LEVEL = 3 ; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from -ZOMBIE_RISE_WITH_ARMOUR = FALSE +ZOMBIE_RISE_WITH_ARMOUR = TRUE ; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise. ; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this -ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE +ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -2980,7 +3037,7 @@ DISEASE_SEVERE_LIMITATIONS = FALSE ; 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 +DYNAMIC_OPINIONS = TRUE ; notify the player of opinion changes in the message log DYNAMIC_OPINIONS_SHOWCHANGE = TRUE @@ -3036,10 +3093,10 @@ PMC_MAX_VETERANS = 20 ;****************************************************************************************************************************** ; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector -FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE +FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE ; can roofs collapse when they or their supporting walls are hit? -ROOF_COLLAPSE = FALSE +ROOF_COLLAPSE = TRUE ; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it ; This is quite useful when adding fortification or interactive action data @@ -3132,7 +3189,7 @@ STAT_PROGRESS_BARS_BLUE = 20 ; recent contract signed with them. ;------------------------------------------------------------------------------------------------------------------------------ -INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0 +INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1 ; If disabled, the transition from the strategy screen will be skipped before entering tactical screen DISABLE_STRATEGIC_TRANSITION = FALSE @@ -3192,7 +3249,7 @@ GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 ; If set to TRUE, all progress weights are automatically set to 100. ;------------------------------------------------------------------------------------------------------------------------------ -ALTERNATE_PROGRESS_CALCULATION = FALSE +ALTERNATE_PROGRESS_CALCULATION = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Additional factors to Progress Calculation @@ -3240,14 +3297,14 @@ GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 ; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...? ; NOTE: This will make the beginning of the game MUCH HARDER if enabled! -TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE +TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE ; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen. ; NOTE: These attacks will be huge. You have been warned. ; 0: no attacks ; 1: counterattacks on all cities possible ; 2: 1 + major offensives depending on game progress -AGGRESSIVE_STRATEGIC_AI = 0 +AGGRESSIVE_STRATEGIC_AI = 2 ; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) ENABLE_CREPITUS = TRUE @@ -3322,7 +3379,7 @@ MIN_ENTER_MILITIA_REINFORCEMENTS = 6 RND_ENTER_MILITIA_REINFORCEMENTS = 6 ; Don't allow permanent items removal for no merc in that sector -NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE +NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE ; Depending on game difficulty enemy groups created during offensives can include tanks. ARMY_USES_TANKS_IN_ATTACKS = FALSE @@ -3343,10 +3400,10 @@ JEEP_MINIMUM_PROGRESS = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Do vehicles have their own inventory to carry equipment? -VEHICLE_INVENTORY = FALSE +VEHICLE_INVENTORY = TRUE ; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). -HUMVEE_OFFROAD = FALSE +HUMVEE_OFFROAD = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This determines how important luck is in Auto-Resolve combat, compared to actual skills. @@ -3363,7 +3420,7 @@ AUTORESOLVE_LUCK_FACTOR = 2.0 ; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. ;------------------------------------------------------------------------------------------------------------------------------ -NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE +NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Set the frequency and severity of risks triggered by using strategic facilities. @@ -3396,7 +3453,7 @@ FACTORIES = FALSE ; TRUE = New additional repair system based on priorities ;****************************************************************************************************************************** -ADDITIONAL_REPAIR_MODE = FALSE +ADDITIONAL_REPAIR_MODE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; advanced repair/dirt system @@ -3404,7 +3461,7 @@ ADDITIONAL_REPAIR_MODE = FALSE ; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. ; This can also be done by mercs with the 'technician' trait, see Skills_Settings.ini -ADVANCED_REPAIR = FALSE +ADVANCED_REPAIR = TRUE ; the only items we can repair are guns and armour ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE @@ -3428,7 +3485,7 @@ ALLOW_SKYRIDER_HOT_LZ = 2 ; ;****************************************************************************************************************************** -ENABLE_ALL_TERRORISTS = FALSE +ENABLE_ALL_TERRORISTS = TRUE ;****************************************************************************************************************************** ; Enable all sectors with "secret" weapon caches. @@ -3451,13 +3508,13 @@ MAP_ITEM_CHANCE_OVERRIDE = 0 ;****************************************************************************************************************************** ; can you capture enemy soldiers? -ALLOW_TAKE_PRISONERS = FALSE +ALLOW_TAKE_PRISONERS = TRUE ; can you offer enemies a surrender option? -ENEMY_CAN_SURRENDER = FALSE +ENEMY_CAN_SURRENDER = TRUE ; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds. -DISPLAY_SURRENDER_VALUES = FALSE +DISPLAY_SURRENDER_VALUES = TRUE ; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0 SURRENDER_MULTIPLIER = 5.0 @@ -3492,26 +3549,26 @@ PRISONER_INTERROGATION_POINTS_CIVILIAN = 25 ;------------------------------------------------------------------------------------------------------------------------------ ; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector. -WALDO_CAN_REPAIR_HELICOPTER = FALSE +WALDO_CAN_REPAIR_HELICOPTER = TRUE ; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money. -WALDO_OFFERS_REPAIR_IN_STRATEGIC = FALSE +WALDO_OFFERS_REPAIR_IN_STRATEGIC = TRUE ; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity. -WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = FALSE +WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = TRUE ; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense). -SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = FALSE +SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Helicopter Refuel ;------------------------------------------------------------------------------------------------------------------------------ ; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel. -ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE +ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = TRUE ; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded. -HELICOPTER_PASSENGERS_CAN_GET_HIT = FALSE +HELICOPTER_PASSENGERS_CAN_GET_HIT = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -3571,16 +3628,16 @@ ENCYCLOPEDIA = FALSE ENCYCLOPEDIA_ITEM_MASK = 1 ; If disabled, the transition will be skipped when opening/closing the laptop -DISABLE_LAPTOP_TRANSITION = FALSE +DISABLE_LAPTOP_TRANSITION = TRUE ; Fast loading of WWW laptop sites? -FAST_WWW_SITES_LOADING = FALSE +FAST_WWW_SITES_LOADING = TRUE ; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only LAPTOP_MOUSE_CAPTURED = FALSE ; if true, campaign history site (Arulco Press Council) is accessible -CAMPAIGN_HISTORY = FALSE +CAMPAIGN_HISTORY = TRUE ; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated! CAMPAIGN_HISTORY_MAX_REPORTS = -1 @@ -3598,10 +3655,10 @@ BACKGROUND_TOOLTIP_DETAILS = TRUE ;****************************************************************************************************************************** ; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take. -BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE +BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE ; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment. -BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10 +BOBBY_RAY_MAX_PURCHASE_AMOUNT = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Item shipment settings @@ -3649,7 +3706,7 @@ GUN_RANGE_MODIFIER = 100 ; in an unprotected area. Each armor item has a different coverage value. ;------------------------------------------------------------------------------------------------------------------------------ -ENABLE_ARMOR_COVERAGE = FALSE +ENABLE_ARMOR_COVERAGE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. @@ -3657,7 +3714,7 @@ ENABLE_ARMOR_COVERAGE = FALSE ; This setting also applies to consumable items (food, drugs, canteens, camo kits). ;------------------------------------------------------------------------------------------------------------------------------ -DYNAMIC_AMMO_WEIGHT = FALSE +DYNAMIC_AMMO_WEIGHT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, @@ -3681,7 +3738,7 @@ STRENGTH_TO_LIFT_HALF_KILO = 1.0 ; Note: This is only used if Old Trait System is played ;------------------------------------------------------------------------------------------------------------------------------ -MORTAR_CTH_DIVISOR = 1 +MORTAR_CTH_DIVISOR = 3 ;------------------------------------------------------------------------------------------------------------------------------ ; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. @@ -3698,7 +3755,7 @@ USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE ; Inseperable attachments will always drop. Range: 0 - 100% ;------------------------------------------------------------------------------------------------------------------------------ -ATTACHMENT_DROP_RATE = 100 +ATTACHMENT_DROP_RATE = 10 ;------------------------------------------------------------------------------------------------------------------------------ @@ -3706,7 +3763,7 @@ ATTACHMENT_DROP_RATE = 100 ; They will usually get less attachments than this value because of randomness. Range: 2 - 30 ;------------------------------------------------------------------------------------------------------------------------------ -MAX_ENEMY_ATTACHMENTS = 3 +MAX_ENEMY_ATTACHMENTS = 6 ; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)? SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE @@ -4013,13 +4070,13 @@ ELITE_MILITIA_TRAINING_DELAY= 1 RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 ; Minimum leadership skill required to be able to train Militia at all -MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0 +MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 20 ; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE). -LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE +LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE ; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. -REQ_LEADERSHIP_FOR_MAX_MILITIA = 1 +REQ_LEADERSHIP_FOR_MAX_MILITIA = 60 ; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test ; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia @@ -4088,28 +4145,28 @@ MILITIA_STRATEGIC_COMMAND_REQUIRES_MERC = FALSE ; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also ; negative, meaning the militia will be weaker. GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 -REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 -VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0 +REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5 +VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10 ; Flat bonus to Militiamen Action Points. GREEN_MILITIA_APS_BONUS = 0 REGULAR_MILITIA_APS_BONUS = 0 -VETERAN_MILITIA_APS_BONUS = 0 +VETERAN_MILITIA_APS_BONUS = 5 ; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.) GREEN_MILITIA_CTH_BONUS_PERCENT = 0 REGULAR_MILITIA_CTH_BONUS_PERCENT = 0 -VETERAN_MILITIA_CTH_BONUS_PERCENT = 0 +VETERAN_MILITIA_CTH_BONUS_PERCENT = 10 ; Normal and energy damage is reduced by this many percents. GREEN_MILITIA_DAMAGE_RESISTANCE = 0 REGULAR_MILITIA_DAMAGE_RESISTANCE = 0 -VETERAN_MILITIA_DAMAGE_RESISTANCE = 0 +VETERAN_MILITIA_DAMAGE_RESISTANCE = 10 ; Determines bonus to assigned weapon and gear quality (coolness). GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 -REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 -VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 +REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1 +VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2 ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -4268,7 +4325,7 @@ MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0 ; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini. ;------------------------------------------------------------------------------------------------------------------------------ -RESOURCE_INTEL = FALSE +RESOURCE_INTEL = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** @@ -4320,7 +4377,7 @@ NOTIFY_IF_SLEEP_FAILS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Min skill required for a character to be able to increase that skill at all. -MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1 +MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0 ; Max value to which any skill can be trained. MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 @@ -4353,8 +4410,8 @@ DISABLE_EVOLUTION = TRUE ; 1 = Both options on. ;------------------------------------------------------------------------------------------------------------------------------ -SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0 -SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0 +SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1 +SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them. @@ -4370,7 +4427,7 @@ SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0 ; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). ;------------------------------------------------------------------------------------------------------------------------------ -REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0 +REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Doctoring @@ -4467,7 +4524,7 @@ USE_XML_SQUADNAMES = FALSE ; Range: 100 - 300 Default: 150 ;------------------------------------------------------------------------------------------------------------------------------ -CLOCK_SPEED_PERCENT = 150 +CLOCK_SPEED_PERCENT = 120 ;------------------------------------------------------------------------------------------------------------------------------ ; Timeslice in microseconds. The frequency that the screen is refreshed. @@ -4483,7 +4540,7 @@ UPDATE_FREQUENCY = 16000 ; most of specific actions like shooting and tossing grenades are performed at normal speed ;------------------------------------------------------------------------------------------------------------------------------ -IMPROVED_AUTO_FAST_FORWARD = FALSE +IMPROVED_AUTO_FAST_FORWARD = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.