[General Morale Settings] ; default morale, that merc's will eventually stabilise at in typical conditions (0-100) DEFAULT_MORALE = 50 ; how long, before strategic (prolonged) morale effect will deteriorate towards default HOURS_BETWEEN_STRATEGIC_DECAY = 3 ; Specify how much morale merce lose/gain in certain events. ; All values from -100 to 100. [Tactical Morale Settings] ; short term effect MORALE_KILLED_ENEMY = 4 ; in same sector (not really squad)... IN ADDITION to strategic loss of morale MORALE_SQUADMATE_DIED = -5 ; up to 4 times per turn MORALE_SUPPRESSED = -1 MORALE_AIRSTRIKE = -2 MORALE_DID_LOTS_OF_DAMAGE = 2 MORALE_TOOK_LOTS_OF_DAMAGE = -3 ; Flugente: lowered as drugs can have several components that have a backlash, causing the the morale to plummet drastical MORALE_ALCOHOL_CRASH = -10 MORALE_DRUGS_CRASH = -5 MORALE_CLAUSTROPHOBE_UNDERGROUND = -1 MORALE_INSECT_PHOBIC_SEES_CREATURE = -5 MORALE_NERVOUS_ALONE = -1 ; added by SANDRO MORALE_PSYCHO_UNABLE_TO_PSYCHO = -1 MORALE_MALICIOUS_HIT = 1 ; added by Flugente MORALE_FOOD = 1 MORALE_GOOD_FOOD = 5 MORALE_BAD_FOOD = -1 MORALE_LOATHSOME_FOOD = -5 MORALE_FEAR_OF_HEIGHTS = -8 [Strategic Morale Settings] ; long term effect (influenced by HOURS_BETWEEN_STRATEGIC_DECAY) MORALE_KILLED_CIVILIAN = -5 MORALE_BATTLE_WON = 4 ; ran from sector during battle MORALE_RAN_AWAY = -5 ; cowards can actually gain morale by running away MORALE_RAN_AWAY_COWARD = 5 ; penalty for cowards upon meeting hostiles in strategic that outnumber our forces by a factor >= 2 MORALE_ENEMYGROUP_COWARD = -3 MORALE_HEARD_BATTLE_WON = 2 MORALE_HEARD_BATTLE_LOST = -2 ; town sector, not entire town MORALE_TOWN_LIBERATED = 5 MORALE_TOWN_LOST = -5 MORALE_MINE_LIBERATED = 8 MORALE_MINE_LOST = -8 MORALE_SAM_SITE_LIBERATED = 3 MORALE_SAM_SITE_LOST = -3 MORALE_BUDDY_DIED = -15 MORALE_HATED_DIED = 5 ; not in same sector MORALE_TEAMMATE_DIED = -5 MORALE_LOW_DEATHRATE = 5 MORALE_HIGH_DEATHRATE = -5 MORALE_GREAT_MORALE = 2 MORALE_POOR_MORALE = -2 MORALE_MONSTER_QUEEN_KILLED = 15 MORALE_DEIDRANNA_KILLED = 25 MORALE_MERC_CAPTURED = -5 ; when merc gets married to Hicks, other mercs' reaction (double for very sexist women) MORALE_MERC_MARRIED = -5 MORALE_QUEEN_BATTLE_WON = 8 MORALE_SEX = 5 ; added by SANDRO MORALE_HEAT_INTOLERANT_IN_DESERT = -1 MORALE_PACIFIST_GAIN_NONCOMBAT = 1 ; added by anv MORALE_BUDDY_FIRED = -5 ; in addition to MORALE_BUDDY_FIRED MORALE_BUDDY_FIRED_EARLY = -3 ; in addition to MORALE_BUDDY_FIRED MORALE_BUDDY_FIRED_ON_BAD_TERMS = -3 ; when equipment is worse than personal preference MORALE_BAD_EQUIPMENT = -2 ; not paid for at least 3 days (only MERC mercs can not be paid without quitting though) MORALE_OWED_MONEY = -3 MORALE_OWED_MONEY_DAYS = 3 ; player was inactive MORALE_PLAYER_INACTIVE = -3 ; how long, before merc starts to whine about inactivity (0-100, 0 = infinite) MORALE_PLAYER_INACTIVE_DAYS = 3 MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS = -1 MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS = 2 ; merc was prevented from getting drunk, high or scrounging MORALE_PREVENTED_MISBEHAVIOUR = -1 [Morale Modifiers Settings] ; limits maximum range < -MORALE_MOD_MAX, MORALE_MOD_MAX > of morale change during hourly update (0-100) MORALE_MOD_MAX = 50 PHOBIC_LIMIT = 20 ; modifiers to morale gain depending on merc character (only if new trait system is on) ; note: can't change a positive event into negative and negative event into a positive one! MORALE_MODIFIER_SOCIABLE_ONE_MERC_NEARBY = -2 MORALE_MODIFIER_SOCIABLE_NO_MERCS_NEARBY = -5 MORALE_MODIFIER_LONER_ONE_MERC_NEARBY = -2 MORALE_MODIFIER_LONER_MORE_MERCS_NEARBY = -5 MORALE_MODIFIER_OPTIMIST = 1 ; includes: MORALE_KILLED_ENEMY, MORALE_DID_LOTS_OF_DAMAGE, MORALE_MONSTER_QUEEN_KILLED, MORALE_DEIDRANNA_KILLED MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION = 5 ; includes: MORALE_KILLED_ENEMY, MORALE_DID_LOTS_OF_DAMAGE, MORALE_MONSTER_QUEEN_KILLED, MORALE_DEIDRANNA_KILLED, ; MORALE_BATTLE_WON, MORALE_HEARD_BATTLE_WON, MORALE_HATED_DIED, MORALE_QUEEN_BATTLE_WON MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION = -5 MORALE_MODIFIER_SHOWOFF_AROUND = -2 MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED = 3 MORALE_MODIFIER_DAUNTLESS_SUPPRESSED = 3 MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE = 3 MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED = 2 ; only old trait system ; all but MORALE_PSYCHO_UNABLE_TO_PSYCHO and MORALE_MALICIOUS_HIT MORALE_MODIFIER_OT_OPTIMIST_GOOD_EVENT = 1 MORALE_MODIFIER_OT_AGGRESSIVE_GOOD_EVENT = 1 MORALE_MODIFIER_OT_PESSIMIST_GOOD_EVENT = -1 ; only old trait system ; all but MORALE_PSYCHO_UNABLE_TO_PSYCHO MORALE_MODIFIER_OT_OPTIMIST_BAD_EVENT = 1 MORALE_MODIFIER_OT_PESSIMIST_BAD_EVENT = -1 MORALE_MODIFIER_OT_COWARD_BAD_EVENT = -2 ; SANDRO - morale is going down faster if not fighting for malicious characters ; modifies morale change for malicious mercs during hourly update MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY = -1 [Dynamic Opinion Modifiers Settings] ; if someone else did something to us, our opinion of them is modified ; values between -50 and 0 for bad stuff and 0 and 50 for good stuff ; If a modifier is set to 0, this event is not used, thereby allowing to turn specific events off. ; friendly fire OPINIONEVENT_FRIENDLYFIRE = -10 ; a snitch told the player about our complaining OPINIONEVENT_SNITCHSOLDMEOUT = -3 ; a snitch stopped us from stealing/taking drugs OPINIONEVENT_SNITCHINTERFERENCE = -5 ; someone else is friends with someone we really don't like OPINIONEVENT_FRIENDSWITHHATED = -4 ; someone else got a contract extension before we did, even though we had less time to begin with OPINIONEVENT_CONTRACTEXTENSION = -2 ; we blame our leader for a retreat order OPINIONEVENT_ORDEREDRETREAT = -6 ; someone killed a non-hostile civilian/militia OPINIONEVENT_CIVKILLER = -8 ; someone carries too much and slows down the squad OPINIONEVENT_SLOWSUSDOWN = -2 ; we are hungry and someone else has food and obviously does not share OPINIONEVENT_NOSHARINGFOOD = -1 ; someone else's disability kicked in OPINIONEVENT_ANNOYINGDISABILITY = -2 ; other merc is an addict and consumes drugs OPINIONEVENT_ADDICT = -6 ; other merc is stealing OPINIONEVENT_THIEF = -5 ; we blame our leader for huge battle losses OPINIONEVENT_WORSTCOMMANDEREVER = -9 ; someone else earns a lot more, we feel it's unfair. See also WAGE_ACCEPTANCE_FACTOR in JA2_Options.ini OPINIONEVENT_RICHGUY = -1 ; Someone else has way better gear than we do OPINIONEVENT_BETTERGEAR = -2 ; someone else used our body as a rifle rest OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS = -3 ; someone treated our wounds, also counts for doctoring OPINIONEVENT_BANDAGED = 1 ; each time mercs drink alcohol together, this can go either good (67%) or bad (33%). ; Good on good causes super, bad on bad causes worse. Bad and good cancel each other out. OPINIONEVENT_DRINKBUDDIES_GOOD = 1 OPINIONEVENT_DRINKBUDDIES_SUPER = 4 OPINIONEVENT_DRINKBUDDIES_BAD = -1 OPINIONEVENT_DRINKBUDDIES_WORSE = -4 ; sometimes another mercs can interject in an ongoing argument. If it is an IMP, the player can choose what to say ; There is a chance that parties in the argument alter their opinion towards the 'interjector' depending on the statement ; someone argued against/for us OPINIONEVENT_AGAINST_US = -2 OPINIONEVENT_FOR_US = 2 ; someone argued against/for the other side of the argument OPINIONEVENT_AGAINST_ENEMY = 1 OPINIONEVENT_FOR_ENEMY = -1 ; someone attempted to solve the argument by taking a reasonable stance, and we like/dislike that OPINIONEVENT_SOLVECONFLICT_REASON_GOOD = 2 OPINIONEVENT_SOLVECONFLICT_REASON_BAD = -2 ; someone attempted to solve the argument by taking an aggressive stance, and we like/dislike that OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD = 3 OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD = -3 ; someone is sick, and we find that disgusting (whether disease is disgusting can be set in Disease.xml) OPINIONEVENT_DISEASE_DISGUSTING = -3 ; someone treated our disease OPINIONEVENT_DISEASE_TREATMENT = 1 ; someone killed someone in a brutal fashion, and we like/dislike that OPINIONEVENT_BRUTAL_GOOD = 1 OPINIONEVENT_BRUTAL_BAD = -2 ; someone taught us and we are grateful OPINIONEVENT_TEACHER = 1 ; our leader led us to a magnificent victory OPINIONEVENT_BESTCOMMANDEREVER = 8 ; someone saved us in battle by killing whoever attacked (and likely wounded) us OPINIONEVENT_BATTLE_SAVIOUR = 6 ; someone stole our kill. That guy was OURs to take down! OPINIONEVENT_FRAGTHIEF = -2 ; someone helped us take down an enemy OPINIONEVENT_BATTLE_ASSIST = 1 ; someone captured the enemy instead of killing them, and we approve OPINIONEVENT_BATTLE_TOOK_PRISONER = 3 ; someone injured a non-hostile civilian/militia OPINIONEVENT_CIV_ATTACKER = -3