;****************************************************************************************************************************** ; Jagged Alliance 2 v1.13 ;****************************************************************************************************************************** ; This file controls various settings which have been added to the game by the 1.13 mod. ; ; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate ; features unique to 1.13. ; ; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change ; something unless you know what you're doing, or are willing to experiment. ; ; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use, ; and contains more detailed descriptions of each setting and its effect. ; ; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning ; when the game is started, but at worst a default value will be used instead of the wrong one. ; If any lines are removed from this file, the game will always use a default value. ; ; Adding new settings requires changing the game's code. ; ; ;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------ ; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes! ;------------------------------------------------------------------------------------------------------------------------------ ;------------------------------------------------------------------------------------------------------------------------------ ; ; General Guidelines: ; ; PRICE_MODIFIER = 1-100 (Lower is better) ; ; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT ; ; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range ; ; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number) ; ; MAX_STRATEGIC_TEAM_SIZE >= 20 ; ; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2 ; ; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE ; ; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE ; ; _ELITE_BONUS = 1-100 (percentages) ; ;------------------------------------------------------------------------------------------------------------------------------ ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### #### ; # # ## # # # # # # # # # # # # ## # # # ; # ## #### # ## #### ### #### # #### #### # # # # ## # ## #### ; # # # # # # # # # # # # # # # # # # # # # ; #### #### # # #### # # # # #### #### #### # # ### # # #### #### ;****************************************************************************************************************************** ;****************************************************************************************************************************** [System Limit Settings] ;****************************************************************************************************************************** ; These settings control some program limits. ; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; This is the max number of mercs and vehicles you can recruit. ; ; PLEASE NOTE: ; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game! ; To load any "broken" savegames, simply revert to your original settings. ;------------------------------------------------------------------------------------------------------------------------------ ; Player mercs, valid values 16 through 32, default is 24 MAX_NUMBER_PLAYER_MERCS = 32 ; Player vehicles, valid values 2 through 6, default is 2 MAX_NUMBER_PLAYER_VEHICLES = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode. ;------------------------------------------------------------------------------------------------------------------------------ ; Enemies (i.e., soldiers), valid values 16 through 64, default is 32 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 = 32 ; Rebels (i.e., militia), valid values 16 through 64, default is 32 MAX_NUMBER_MILITIA_IN_TACTICAL = 32 ; Civilians, valid values 16 through 40, default is 32 MAX_NUMBER_CIVS_IN_TACTICAL = 32 ;------------------------------------------------------------------------------------------------------------------------------ ; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20 ; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map. ; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together ; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size. ;------------------------------------------------------------------------------------------------------------------------------ MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20 ;------------------------------------------------------------------------------------------------------------------------------ ; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon ; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE ; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than ; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34. ; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE ; regardless of attachments. Values 0-32000, default is 9 ; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99. ;------------------------------------------------------------------------------------------------------------------------------ MAX_ITEM_SIZE = 34 MAX_WEAPON_SIZE = 9 OLD_INVENTORY_ITEM_NUMBER = 99 ;------------------------------------------------------------------------------------------------------------------------------ ; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation. ; This switch will do nothing if you play with OCTH. ; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-) ; The switch and the old code will probably be removed in the future. ;------------------------------------------------------------------------------------------------------------------------------ USE_NEW_CTH_CALCULATION = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Data File Settings] ;****************************************************************************************************************************** ; These settings tell the game where it should get the data it needs for a few SPECIFIC features. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Difficulty-based PROF.DAT ; ; If FALSE, the game reads its profile data from the file called simply "PROF.DAT". ; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty ; level of your current game. This allows using different character profiles depending on difficulty level. ;------------------------------------------------------------------------------------------------------------------------------ USE_DIFFICULTY_BASED_PROF_DAT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; PROFEX (profile externalization) ; ; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are ; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand. ; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM! ;------------------------------------------------------------------------------------------------------------------------------ ; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data. ; If FALSE, reads profile data from PROF.DAT. READ_PROFILE_DATA_FROM_XML = TRUE ; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached. ; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML ; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have. WRITE_PROFILE_DATA_TO_XML = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; 0 = Use default drop item system for enemies / militia. ; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, ; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). ; ; 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 = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file ; Must be TRUE if NUM_P_ITEMS (below) is > 3 ; If an xml file doesn't exist, setting the value to true will create one. ; Issues have been reported using big maps with this value set to TRUE ; Valid values = TRUE or FALSE, Default = FALSE ;------------------------------------------------------------------------------------------------------------------------------ USE_XML_TILESETS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Change the number of PItem graphics files used by the game ; Requires using modified xml version of ja2set.dat for values > 3 ; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files ; Do not change this unless you are modding the game, or it will probably break everything! ; Issues have been reported using big maps with values > 3 ; Valid value range = 3-20, default = 3 ;------------------------------------------------------------------------------------------------------------------------------ NUM_P_ITEMS = 3 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Recruitment Settings] ;****************************************************************************************************************************** ; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; The following allow you to change how many and which slots from prof.dat are available for ; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other ; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice ; sets will work although the IMPs will be silent a lot of the time. ; ; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by ; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one ; male and one female slot available. ; ; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females ; slots 54-56) will be used instead. ;------------------------------------------------------------------------------------------------------------------------------ IMP_MALE_CHARACTER_COUNT = 7 IMP_FEMALE_CHARACTER_COUNT = 3 IMP_MALE_1 = 51 IMP_MALE_2 = 52 IMP_MALE_3 = 53 IMP_MALE_4 = 169 ; The following 3 IMP Males have copied voice sets from IMP 51, 52, 53 (currently all 3 voice sets are in Russian) IMP_MALE_5 = 192 IMP_MALE_6 = 193 IMP_MALE_7 = 194 ;IMP_MALE_8 = 164 IMP_FEMALE_1 = 54 IMP_FEMALE_2 = 55 IMP_FEMALE_3 = 56 ;------------------------------------------------------------------------------------------------------------------------------ ; The following values deal with the I.M.P "personalized" merc generation. ;------------------------------------------------------------------------------------------------------------------------------ ; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character ; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by ; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >. IMP_INITIAL_POINTS = 500 ; How low any attribute can go before it drops straight to 0. IMP_MIN_ATTRIBUTE = 35 ; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0. IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15 ; How high any attribute can be increased. IMP_MAX_ATTRIBUTE = 85 ; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level). IMP_STARTING_LEVEL_COST_MULTIPLIER = 5 ; You get this many points for selecting a disability for your IMP. 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 = 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 = TRUE ; The financial cost of the created IMP character. IMP_PROFILE_COST = 3000 ; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated ; (i.e. the price of the second IMP character is doubled, of third character tripled etc.) DYNAMIC_IMP_PROFILE_COST = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; The following values deal with M.E.R.C recruitment settings ;------------------------------------------------------------------------------------------------------------------------------ ; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1. MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE ; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens. MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired). ; You can set how many mercs can die this way (in total) at each difficulty level. ;------------------------------------------------------------------------------------------------------------------------------ ;Mercs can be on assignment? ; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign ; 1 = all mercs available at the start of the game, during the campaign they will go on assignment ; 2 = all mercs at your disposal. nobody goes on any other assignment than yours MERCS_CAN_BE_ON_ASSIGNMENT = 0 ;Can AIM/MERC mercs die while away on other assignments? MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can ; only be recruited for a limited amount of time. ;------------------------------------------------------------------------------------------------------------------------------ SLAY_STAYS_FOREVER = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will ; comment on current situation from battlefield if able to (alive and well). ;------------------------------------------------------------------------------------------------------------------------------ RECRUITABLE_SPECK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc ; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines). ;------------------------------------------------------------------------------------------------------------------------------ RECRUITABLE_JOHN_KULBA = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc. ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files. ; Valid values are from 1 to 3 where: ; 1 = immediately after liberating Omerta ; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA" ; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta ; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta ; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel ;------------------------------------------------------------------------------------------------------------------------------ EARLY_REBELS_RECRUITMENT = 3 ;------------------------------------------------------------------------------------------------------------------------------ ; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page ;------------------------------------------------------------------------------------------------------------------------------ SHOW_SKILLS_IN_HIRING_PAGE = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)? ; 0 = do not use random stats (JA2 vanilla setting) ; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values ; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml" ; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level ; hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8) ; 4 = full randomization of mercs, including traits, gear kits and all statistics ; ; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4 ; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits. ; ; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution ; ; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2. ; Valid +/- range (0-50) ; For example MERCS_RANDOM_STAT_RANGE = 10, ; Stat = 80 will random between 70-90 ; Stat = 95 will random between 90-100 due to 100 maximum limit ; Stat = 5 will random between 1-9 due to 1 minimum limit ; Stat = 0/1/100 will not random ; ; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3. ; Valid +/- range (0-4) ; For example MERCS_RANDOM_EXP_RANGE = 2, ; Exp = 4 will random between 2-6 ; Exp = 8 will random between 7-9 due to 9 maximum limit ; Exp = 2 will random between 1-3 due to 1 minimum limit ; Exp = 1/9 will not random ;------------------------------------------------------------------------------------------------------------------------------ MERCS_RANDOM_STATS = 0 MERCS_RANDOM_GEAR_KITS = TRUE MERCS_RANDOM_BELL_DISTRIBUTION = TRUE 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 = TRUE MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Financial Settings] ;****************************************************************************************************************************** ; 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. ; ; 100% = normal JA2 profits. ; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game. ; This value goes all the way up to 65535%, but that's not recommended. ;------------------------------------------------------------------------------------------------------------------------------ MINE_INCOME_PERCENTAGE = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Increases the percentage that the merc salaries rise when they go one experience level up ; (hardcoded salary maximum 30k per day or 500k per one or two weeks) ; 0 = no raise ; 25 = default setting ; 100 = double salary every level up ;------------------------------------------------------------------------------------------------------------------------------ MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25 ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable the ability to sell unneeded equipment to the locals. ; ; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option. ; FALSE Turns off the option. ; ; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value. ; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%. ; Valid ranges for PRICE_MODIFIER are -1-100. ; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a ; larger modifier. ; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later ; in the game. ;------------------------------------------------------------------------------------------------------------------------------ SELL_ITEMS_WITH_ALT_LMB = TRUE SELL_ITEMS_PRICE_MODIFIER = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; Various costs of training Militia. ;------------------------------------------------------------------------------------------------------------------------------ ; Basic cost of training Militia (Green / Rookie) MILITIA_BASE_TRAINING_COST = 750 ; Multiplier for the price of promoting Green Militia to Regular (Light-Blue). MILITIA_COST_MULTIPLIER_REGULAR = 1 ; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue). ; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible. MILITIA_COST_MULTIPLIER_ELITE = 2 ; Multiplier for the price of training Mobile Militia. MILITIA_COST_MULTIPLIER_MOBILE = 3 ;------------------------------------------------------------------------------------------------------------------------------ ; Daily prices for maintaining one militiaman of each type. ; ; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia ; will leave your service. ; ; Only militia who have been in your service for 24 hours are paid! ;------------------------------------------------------------------------------------------------------------------------------ DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10 DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20 DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30 DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 15 DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 30 DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 45 ;------------------------------------------------------------------------------------------------------------------------------ ; Change the cost of helicopter movement PER SECTOR. ;------------------------------------------------------------------------------------------------------------------------------ ;Cost for moving through sectors that are free of enemy SAM Site control. HELICOPTER_BASE_COST_PER_GREEN_TILE = 100 ;Cost for moving through sectors that are being controlled by an enemy SAM Site. HELICOPTER_BASE_COST_PER_RED_TILE = 1000 ;------------------------------------------------------------------------------------------------------------------------------ ; Change the cost of helicopter hovering in sector. ;------------------------------------------------------------------------------------------------------------------------------ ;Cost for hovering in sectors that are free of enemy SAM Site control. HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50 ;Cost for hovering in sectors that are being controlled by an enemy SAM Site. HELICOPTER_HOVER_COST_ON_RED_TILE = 500 ;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money. HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE ;If TRUE, Skyrider will demand money only after safely landing in base. HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Troubleshooting Settings] ;****************************************************************************************************************************** ; Use these settings to possibly prevent lock-ups and crashes. ; This section also contains some error-reporting settings. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Time in seconds for DeadLock delay, default 30. ; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision). ; Do not set this too low, or it may cause enemies to become useless! ;------------------------------------------------------------------------------------------------------------------------------ DEAD_LOCK_DELAY = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip. ;------------------------------------------------------------------------------------------------------------------------------ ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report. ;------------------------------------------------------------------------------------------------------------------------------ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Automatically save the game every N GAME-hours. 0 = disable. ;------------------------------------------------------------------------------------------------------------------------------ AUTO_SAVE_EVERY_N_HOURS = 12 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Graphics Settings] ;****************************************************************************************************************************** ; Change basic video/graphics settings. ; These settings do not affect gameplay at all, only the visual aspect of the game. ;****************************************************************************************************************************** ; If disabled the game will run faster. VERTICAL_SYNC = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Controls animation speed for faster movements in battle ; 1.0 = normal ; 0 = max speed ; Range: 0-1.0 (fractions are allowed) ;------------------------------------------------------------------------------------------------------------------------------ PLAYER_TURN_SPEED_UP_FACTOR = 1.0 ENEMY_TURN_SPEED_UP_FACTOR = 1.0 CREATURE_TURN_SPEED_UP_FACTOR = 1.0 MILITIA_TURN_SPEED_UP_FACTOR = 1.0 CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0 ;------------------------------------------------------------------------------------------------------------------------------ ; Should the game use the externalized sector loadscreens? ; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml. ; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2. ;------------------------------------------------------------------------------------------------------------------------------ USE_EXTERNALIZED_LOADSCREENS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show hints on the loadscreen? ; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml. ;------------------------------------------------------------------------------------------------------------------------------ USE_LOADSCREENHINTS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints. ; The delay will only be used if USE_LOADSCREENHINTS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 2 ;------------------------------------------------------------------------------------------------------------------------------ ;New Starting Gear Interface ;This will enable the 21 item view in the AIM page and the possibility to select gearkits ;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used) ;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 = 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; New thin progress bar in tactical interface for turns is drawn instead of the default one. ;------------------------------------------------------------------------------------------------------------------------------ SMALL_SIZE_PB = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Sound Settings] ;****************************************************************************************************************************** ; Change the volume and behavior of sounds in JA2 1.13. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Change to increase volume for weapon sounds ; Range: 0-100% ; 0 = no change ; 100 = max volume ;------------------------------------------------------------------------------------------------------------------------------ WEAPON_SOUND_EFFECTS_VOLUME = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play ; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level ; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35. ;------------------------------------------------------------------------------------------------------------------------------ MAX_PERCENT_NOISE_SILENCED_SOUND = 35 ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### #### ; # # # # # # # # # # # # # # # ## # # # ; # #### # # # # #### # #### #### # # # # ## # ## #### ; # # # # # # # # # # # # # # # # # # # # ; # # # #### # ### #### # # #### #### #### # # ### # # #### #### ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Interface Settings] ;****************************************************************************************************************************** ; These settings change the user interface in the TACTICAL screen. ; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of ; combat (when all enemies are dead). ; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed. ;------------------------------------------------------------------------------------------------------------------------------ REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This section controls the behavior of the "SHIFT + F" hotkey. ; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons. ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = TRUE ; Set this to false to keep item attachments. ; Unseparable attachments will not be removed. SHIFT_F_REMOVE_ATTACHMENTS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N". ; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses ; he's got during the day. ; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior) ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located. ; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking ; 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting ; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag. ; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before. ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour. ; This setting does not affect leaving sectors on map edges ;------------------------------------------------------------------------------------------------------------------------------ GRID_EXIT_IN_TURNBASED = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour. ; If set to "FALSE", the mercs will not stand up after the battle. ;------------------------------------------------------------------------------------------------------------------------------ STAND_UP_AFTER_BATTLE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/disable the ability to give commands to Militia during TACTICAL mode. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_TACTICAL_MILITIA_COMMAND = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Use the Enhanced Description Box instead of the old one? ; 0 = Both Strategic and Tactical ; 1 = Strategic only ; 2 = Tactical only ; Use the in-game Options Menu to turn the E.D.B on and off. ;------------------------------------------------------------------------------------------------------------------------------ USE_ENHANCED_DESCRIPTION_BOX = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Toggles new targeting cursors for Burst and Autofire. ; 0 = No new targeting cursors. ; 1 = New Burst and Autofire targeting cursors ; 2 = New Burst targeting cursor only ; 3 = New Autofire targeting cursor only ;------------------------------------------------------------------------------------------------------------------------------ USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Set default number of autofire bullets: ; 0 = Max bullets allowed with max aiming ; 1..10 = Set default number of bullets ;------------------------------------------------------------------------------------------------------------------------------ SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1 SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1 SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on ; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our ; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained ; character will see the exact results. ;------------------------------------------------------------------------------------------------------------------------------ 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 ; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets ; left is completely hidden. ; Increasing this value will make it harder to give an accurate bullet count during battle. ; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is ; displayed as normal. ;------------------------------------------------------------------------------------------------------------------------------ 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 = 36 ;------------------------------------------------------------------------------------------------------------------------------ ; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3). ; 0 = Data\Interface\PORTRAITICONS_A.STI ; 1 = Data\Interface\PORTRAITICONS_B.STI ; 2 = Data\Interface\PORTRAITICONS_C.STI ; 3 = Data\Interface\PORTRAITICONS_D.STI ;------------------------------------------------------------------------------------------------------------------------------ TACTICAL_FACE_ICON_STYLE = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; If enabled, you see camouflaged portraits of your merc if they were any camo. ; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait. ;------------------------------------------------------------------------------------------------------------------------------ SHOW_CAMOUFLAGE_FACES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show health text when hovering the mouse over an enemy / creature. ; 0 - do not show ; 1 - show health as text ; 2 - show health bar ; 3 - show health + ap ; 4 - show health + ap + shock ; 5 - show health + ap + shock + morale ; 6 - show health + ap + shock + morale + bp ;------------------------------------------------------------------------------------------------------------------------------ SHOW_ENEMY_HEALTH = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc. ; Alt health bar additionally shows suppression shock level and current cover ; 0 - nothing ; 1 - default health bar ; 2 - alt health bar ; 3 - alt health bar + AP counter ;------------------------------------------------------------------------------------------------------------------------------ SHOW_HEALTHBARSOVERHEAD = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED ; 0 - do not show cover ; 1 - show using color of merc's name ; 2 - same as 1, show only in stealth or when disguised ;------------------------------------------------------------------------------------------------------------------------------ SHOW_COVER_INDICATOR = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; How should the game display the enemy/player hit counter? ; 0 = Show damage inflicted as used to ; 1 = Show "?" as indicator if you scored a hit ; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction) ; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100) ; 4 = Show damage as red asterisks ;------------------------------------------------------------------------------------------------------------------------------ ENEMY_HIT_COUNT = 0 PLAYER_HIT_COUNT = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Show additional hit info: amount of damage absorbed by armour ;------------------------------------------------------------------------------------------------------------------------------ SHOW_HIT_INFO = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Show additional info in NCTH cursor (press ALT) ; 0 - default cursor ; 1 - show enemy armour ; 2 - show armour, weapons and head items ;------------------------------------------------------------------------------------------------------------------------------ ADDITIONAL_NCTH_CURSOR_INFO = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Visual improvements for NCTH cursor: ; 0 - default cursor ; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100) ; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50) ;------------------------------------------------------------------------------------------------------------------------------ IMPROVED_NCTH_CURSOR = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Show additional suppression information above soldier: ; light gray counter - suppression points from attack (they are calculated and shown after attack) ; yellow - shock points from attack ; blue - AP lost from attack ; green - number of morale hit events from attack ; 0 = do not show ; 1 = show after damage counter ; 2 = show above soldier ; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack) ; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers ; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect ;------------------------------------------------------------------------------------------------------------------------------ SHOW_SUPPRESSION_COUNT = 0 SHOW_SHOCK_COUNT = 0 SHOW_AP_COUNT = 0 SHOW_MORALE_COUNT = 0 SHOW_SUPPRESSION_USE_ASTERISK = FALSE SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE SHOW_SUPPRESSION_COUNT_ALT = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, ; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes ; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button ; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs. ;------------------------------------------------------------------------------------------------------------------------------ ENABLE_EXT_MOUSE_KEYS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Allow alternate mouse commands ; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons ; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx". ;------------------------------------------------------------------------------------------------------------------------------ ALTERNATE_MOUSE_COMMANDS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Quick items: press ALT+[1..0] ; Possible Values: ; [0] - nothing ; [-1] - HTH (punch) ; [-2] - Melee (knives) ; [-3] - Taser (Stun gun) ; [-4] - Handcuffs ; [-5] - Sidearm (pistols, machine pistols, small SMGs) ; [-6] - First Aid kits ; [-7] - Binoculars ; [-8] - X-Ray detector ; [-9] - Metal Detector ; Positive values: item id from items.xml ;------------------------------------------------------------------------------------------------------------------------------ QUICK_ITEM_1 = -1 QUICK_ITEM_2 = -2 QUICK_ITEM_3 = -3 QUICK_ITEM_4 = -4 QUICK_ITEM_5 = -5 QUICK_ITEM_6 = -6 QUICK_ITEM_7 = -7 QUICK_ITEM_8 = -8 QUICK_ITEM_9 = -9 QUICK_ITEM_0 = 1636 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Alternative aiming-levels for targets. ;------------------------------------------------------------------------------------------------------------------------------ ALT_AIMING_ENABLED = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; The merc can now perform aimed burst fire and aimed auto fire. ; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply ; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel. ; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option. ; ; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim. ;------------------------------------------------------------------------------------------------------------------------------ USE_AIMED_BURST = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 2 ; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire. ; 2 is an optimal recommended value. ;------------------------------------------------------------------------------------------------------------------------------ AIMING_BURST_PENALTY = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: TRUE ; Disable visibility of enemy, if they see militia but don't see our mercs. ;------------------------------------------------------------------------------------------------------------------------------ WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to ; make it lower for silencer and to make it higher for suppressor. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_WEAR_SUPPRESSOR = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Unnamed civils don't make much actions when you fire. For faster civils turns. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_LAZY_CIVILIANS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Neutral civilians can detect and avoid mines planted by player ;------------------------------------------------------------------------------------------------------------------------------ CIVILIANS_AVOID_PLAYER_MINES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Add small smoke after explosion (only outdoor, not underground, only regular type explosion) ;------------------------------------------------------------------------------------------------------------------------------ ADD_SMOKE_AFTER_EXPLOSION = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and ; one of attachments is rubber band or duct tape ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Allow special explosive attachments (items with tags , and add special explosion effects) ; one of attachments must be rubber band or duct tape ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 100 ; Chance to say annoying phrase. ; 1. when merc see item. ; 2. when battle turns to real time ; 3. when merc see enemy ; 4. approve action ;------------------------------------------------------------------------------------------------------------------------------ CHANCE_SAY_ANNOYING_PHRASE = 40 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) ; he turn on RED ALERT alarm. ;------------------------------------------------------------------------------------------------------------------------------ NEW_AI_TACTICAL = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 3 ; Penalty (in %) on tile when you shot in head (for enemy and mercs). ;------------------------------------------------------------------------------------------------------------------------------ SHOT_HEAD_PENALTY = 4 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 2 ; Modifer of damage when hit in head (for enemy and mercs). ;------------------------------------------------------------------------------------------------------------------------------ SHOT_HEAD_MULTIPLIER = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Default: 0 ; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs. ;------------------------------------------------------------------------------------------------------------------------------ SHOOT_UNSEEN_PENALTY = 100 ; 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: TRUE ; Automatically close tactical inventory screen and return to team panel when Player ends his turn. ;------------------------------------------------------------------------------------------------------------------------------ AUTO_COLLAPSE_INVENTORY_ON_TURN_END = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: TRUE ; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE). ;------------------------------------------------------------------------------------------------------------------------------ ADD_PASSENGER_TO_ANY_SQUAD = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Default: FALSE ; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE). ;------------------------------------------------------------------------------------------------------------------------------ PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Difficulty Settings] ;****************************************************************************************************************************** ; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat). ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Bonus for the player's mercs ; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus. ; Do not set this higher than 50. ;------------------------------------------------------------------------------------------------------------------------------ PLAYER_AP_BONUS = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy CtH bonus ; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat. ; "0" means , 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the ; current shot, he has 60% instead). ;------------------------------------------------------------------------------------------------------------------------------ ; values represent percentual increase ADMIN_CTH_BONUS_PERCENT = 0 REGULAR_CTH_BONUS_PERCENT = 0 ELITE_CTH_BONUS_PERCENT = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy item quality modifiers ; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10 ; Default is 0 ;------------------------------------------------------------------------------------------------------------------------------ ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0 REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0 ELITE_EQUIPMENT_QUALITY_MODIFIER = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy damage resistance bonus ; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and ; punches will be reduced by as many percent as you set here. ; The setting also reduce the breath (aka energy) damage inflicted. ; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.) ;------------------------------------------------------------------------------------------------------------------------------ ; values represent percentual reduction ADMIN_DAMAGE_RESISTANCE = 0 REGULAR_DAMAGE_RESISTANCE = 0 ELITE_DAMAGE_RESISTANCE = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; These options determine if the game skill traits should be also available to enemies or militia ; ; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy ; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance). ; The actual chance the enemies/militia will gain a skill trait is based on: ; 1) Type of soldier (admin/regular/elite) ; 2) Current game progress ; 3) Special equipment (for certain traits only) ; 4) ASSIGNED_SKILL_TRAITS_RARITY setting ; 5) Random factor ; ; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they ; will be more efficient with their weapons ;------------------------------------------------------------------------------------------------------------------------------ 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. ; You can enter values from -100 to 100. ; Negative values represent lesser chance of assigning traits to non-merc soldiers. ; Possitive values represent bigger chance for traits to appear. ; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25) ;------------------------------------------------------------------------------------------------------------------------------ ASSIGNED_SKILL_TRAITS_RARITY = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; This setting determines whether militia can drop their equipment when they die, like enemies do. ; ; 0 = JA2 Default. Militia can't drop any equipment. ; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!) ; 2 = Militia can drop their equipment regardless of who killed them. ; ; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When ; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly ; (or none at all). ;------------------------------------------------------------------------------------------------------------------------------ MILITIA_DROP_EQUIPMENT = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as ; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator. ;------------------------------------------------------------------------------------------------------------------------------ CIVILIANS_DROP_ALL = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the ; number of "sub-points" you need to acquire to gain a new level. ; ; JA2 defaults are: ; Skills: 25 Sub-Points to advance ; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership. ; Attribs: 50 Sub-Points to advance ; Includes Health, Strength, Wisdom, Dexterity, and Agility. ; ExpLevel: 350 Sub-Points (times the current experience level) to advance. ; ; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast. ; Please note that an ExpLevel value of more than 6500 will be counted as 6500!! ; ; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear ; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new ; campaign, or suffer(??) the consequences!! ;------------------------------------------------------------------------------------------------------------------------------ ; Attributes HEALTH_SUBPOINTS_TO_IMPROVE = 50 STRENGTH_SUBPOINTS_TO_IMPROVE = 50 WISDOM_SUBPOINTS_TO_IMPROVE = 50 DEXTERITY_SUBPOINTS_TO_IMPROVE = 50 AGILITY_SUBPOINTS_TO_IMPROVE = 50 ; Skills MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25 MECHANICAL_SUBPOINTS_TO_IMPROVE = 25 EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25 MEDICAL_SUBPOINTS_TO_IMPROVE = 25 LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25 ; Experience LEVEL_SUBPOINTS_TO_IMPROVE = 350 ;------------------------------------------------------------------------------------------------------------------------------ ; Real Time Sneaking Setting ; ; While observing enemies in real time, the player may enter turn-based at will. ; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, ; inactive if RT sneaking is disabled. ; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. ; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time - ; turn-based will continue until the player no longer sees any enemies. ;------------------------------------------------------------------------------------------------------------------------------ ; If TRUE, disables some potentially annoying messages during real-time sneaking mode QUIET_REAL_TIME_SNEAK = FALSE ; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted. NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP. ; ; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield. ; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. ; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts. ; 1 = Both options on. ; ; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly. ; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE. ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Civilian/Militia hostility settings. ; ; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the ; game is concerned, a character walking into a cloud of gas you created will be considered "attacked". ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 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 = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Mercs strength during autoresolve. ; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more ; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit ; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player ; would be much more capable of surviving and killing. ;------------------------------------------------------------------------------------------------------------------------------ MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15 MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy Ambushes ; This setting allows a chance an enemy group ambush player's squad. ; The chance is based on many factors: ; * Game difficulty. ; * Whether you know if the enemy is there or not. ; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely). ; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs ; mean higher chance). ; * Highest level amongst the mercs in your squad. ; * Some other small circumstances. ; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER ; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes. ; If you like to play vanilla JA2 style, set this to FALSE. ;------------------------------------------------------------------------------------------------------------------------------ ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE ; With this setting, you can make the chance bigger (by positive value) or smaller (by negative) ; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.) ENEMY_AMBUSHES_CHANCE_MODIFIER = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; With this option, you can make the special NPCs in game tougher. ; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans. ; The value gives them following bonuses: ; 1) APs bonus (+ value/4 APs) ; 2) CtH bonus (actual CtH = (CtH * value/100)) ; 3) Damage resistance (+ value/2 %) ; 4) Breath(energy) damage resistance (+ value %) ; 5) They are worth more experiences for mercs if killed ; ; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they ; are special. ; The setting can be from 0 to 200. (+-100 is recommended for good effect.) ;------------------------------------------------------------------------------------------------------------------------------ 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 ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy Assassins ; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait ; new trait system is required for this, and new inventory is system is heavily advised ;------------------------------------------------------------------------------------------------------------------------------ ; TRUE: assassins can appear ENEMY_ASSASSINS = FALSE ; minimum progress required for assassins to appear ASSASSIN_MINIMUM_PROGRESS = 20 ; assassins can only spawn if at least x militia are in sector ASSASSIN_MINIMUM_MILITIA = 10 ; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the ; sector, there is a 10% chance of assassins showing up ; 200 means that the chance is 20%, 50 means 5%, and so on ASSASSIN_PROPABILITY_MODIFIER = 100 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Vision Settings] ;****************************************************************************************************************************** ; These settings change the sight distance of all characters in the game. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Base sight range for every person in the game. This value is automatically multiplied by 2! ; JA2 Default is 13. ; Range: 0-255 ;------------------------------------------------------------------------------------------------------------------------------ BASE_SIGHT_RANGE = 13 ;------------------------------------------------------------------------------------------------------------------------------ ;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest ;Important points: ;3: normal day ;8: mid dawn ;12: normal night time ;values are in percent ;Range: 1-100 ;------------------------------------------------------------------------------------------------------------------------------ BRIGHTNESS_MOD_0 = 80 BRIGHTNESS_MOD_1 = 86 BRIGHTNESS_MOD_2 = 93 BRIGHTNESS_MOD_3 = 100 BRIGHTNESS_MOD_4 = 94 BRIGHTNESS_MOD_5 = 88 BRIGHTNESS_MOD_6 = 82 BRIGHTNESS_MOD_7 = 76 BRIGHTNESS_MOD_8 = 70 BRIGHTNESS_MOD_9 = 64 BRIGHTNESS_MOD_10 = 58 BRIGHTNESS_MOD_11 = 51 BRIGHTNESS_MOD_12 = 43 BRIGHTNESS_MOD_13 = 30 BRIGHTNESS_MOD_14 = 17 BRIGHTNESS_MOD_15 = 9 ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides. ; Some scopes and headgear may make vision even narrower. ; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear). ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_TUNNEL_VISION = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Tooltip Settings] ;****************************************************************************************************************************** ; In this section you can set details about enemy tooltips. ; Tooltips can be enabled/disabled in the Option Screen. ; To display the tooltip move the mouse over the enemy and press ALT. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; The minimum amount of information that soldier tooltips will display ; 1 = Limited - are they wearing any armor (but not where), general type of weapon ; (but no mention of attachments), do they have a gas mask or NVG. ; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon ; and visible weapon attachments, do they have a gas mask or NVG. ; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG. ; 4 = Debug - as Full, but also includes APs, Health, and other info for modders. ;------------------------------------------------------------------------------------------------------------------------------ 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 = 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 ; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines ; Location, Distance SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE ; Behavior, Condition 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 = TRUE SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE ; Armor, Headgear 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 = TRUE SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE ; Inventory 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 = 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 = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Gameplay Settings] ;****************************************************************************************************************************** ; These settings change the rules of the game in TACTICAL mode. ; They affect all characters (friend and foe) equally! ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Allow walking and sidesteps with raised weapons? ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Alternative Weapon Holding settings ;------------------------------------------------------------------------------------------------------------------------------ ; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and ; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands). ; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and ; no use of scopes. ; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and ; here is explanation of each: ; 0 - Turned off entirely. ; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet. ; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels ; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed ; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire ; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels). ; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to ; the standard holding before the shot. ; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol ; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you ; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this ; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected. ; Of course, Scope Modes has to be allowed for this to work (they are as default). ; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish ; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water. ; 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 = 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 ; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now. ; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.) ; RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25 ; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding. ; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like ; semi-raised gun (quarter-raised by now actullay). ; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully). ; RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75 ; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here ; means -10% APs to shoot from hip / one-handed grip. ; FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10 ; The base (N)CtH penalty when firing from alternative weapon holding. CTH_PENALTY_FROM_ALTWEAPHOLD = 30 ; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed. AIMING_PENALY_FROM_ALTWEAPHOLD = 30 ; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming ; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH). AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50; ;------------------------------------------------------------------------------------------------------------------------------ ; Weapon resting features ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = TRUE ; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still ; unfamiliar with the feature) WEAPON_RESTING_DISPLAY = 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. WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50 ;------------------------------------------------------------------------------------------------------------------------------ ; Scope modes ;------------------------------------------------------------------------------------------------------------------------------ ; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical) USE_SCOPE_MODES = TRUE ; Allow display of scope modes on weapon DISPLAY_SCOPE_MODES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Spotter skill ;------------------------------------------------------------------------------------------------------------------------------ ; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter. ; You need an item the usSpotting-tag in your hands. ; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see. ; Effectiveness depends on: ; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%) ; - lowered by being wounded or fatigues ; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background ; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus. SPOTTER_PREPARATIONTURNS = 3 ; This variable intentionally has two meanings. ; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him. ; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away. SPOTTER_RANGE = 10 ; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns SPOTTER_MAX_CTHBOOST = 50 ;------------------------------------------------------------------------------------------------------------------------------ ; external feeding ;------------------------------------------------------------------------------------------------------------------------------ ; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself EXTERNAL_FEEDING = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Set the grid number for the initial merc arrival location. ; The JA2 default grid number is 4870 (Sector A9 Omerta). ;------------------------------------------------------------------------------------------------------------------------------ INITIAL_MERC_ARRIVAL_LOCATION = 4870 ;------------------------------------------------------------------------------------------------------------------------------ ; Set the minimum and maximum possible "Chance-to-Hit" value for any attack. ; ; Maximum and minimum values go from 0 to 100. ; The "DIVISOR" only works when the minimum is set to 0. ; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random ; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor ; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance. ; ; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100. ; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every ; 100. ; With Divisor 2, we get a 1/200 ratio. ; With Divisor 10, we get a 1/1000 ratio. And so on. ;------------------------------------------------------------------------------------------------------------------------------ MAXIMUM_POSSIBLE_CTH = 99 MINIMUM_POSSIBLE_CTH = 0 MINIMUM_CTH_DIVISOR = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; The next three settings control realistic tracer fire. ; ; REALISTIC_TRACERS: Toggle Realistic Tracers. ; 0 = off (regular tracers). ; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction. ; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction ; ; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine. ; 0 = no tracers. ; 1 = every bullet is a tracer. ; 2 = bullets #2, #4, #6 etc. in the magazine are tracers. ; ; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire ; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but ; seriously, keep it around 20, willya? ; ; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles. ; ;------------------------------------------------------------------------------------------------------------------------------ REALISTIC_TRACERS = 2 NUM_BULLETS_PER_TRACER = 5 CTH_BUMP_PER_TRACER = 20 MIN_RANGE_FOR_TRACER = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to ; the target. The further you are away from the target, the lower that cap will be. ; Increase this value to increase the importance of range in this calculation. ; ; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets. ;------------------------------------------------------------------------------------------------------------------------------ RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE) ; ; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs. ; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used). ;------------------------------------------------------------------------------------------------------------------------------ INCREASE_AIMING_COSTS = FALSE ; Divisor of the gun's "READY" cost that is added to the the first aiming level. ; 0 = No extra cost. FIRST_AIM_READY_COST_DIVISOR = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value ; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla ; style) ; ; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As ; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result ; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system ; which results in a flat -2CTH against only the first rounds penalty ; ; Valid range: 0 - 10 ;------------------------------------------------------------------------------------------------------------------------------ AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Basic setting to allow more than 4 aiming clicks for any gun ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_EXTRA_AIM_LEVELS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding. ; ; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type, ; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach ; 8 aiming levels. ; ; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope). ; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used ;------------------------------------------------------------------------------------------------------------------------------ DYNAMIC_AIMING_LIMITS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If set to "TRUE", the AIM Levels you can spend depends on the distance. ; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior). ;------------------------------------------------------------------------------------------------------------------------------ AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default). ; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option). ; In this case the following formula determines the total scope bonus that will be compared to scope thresholds: ; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE ; Reasonable values include 10 and BASE_SIGHT_RANGE (13). ;------------------------------------------------------------------------------------------------------------------------------ AIM_LEVELS_COMPATIBILITY_OPTION = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; These values determine to what group a scope belongs to. ; Scopes are separated in groups by the aimbonus they give per click. ; ; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks. ; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6. ; Anything lower than a medium scope will get a maximum of 5 aimclicks. ; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod. ; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position. ; You don't need to change this unless you change the aiming bonus that scopes give. ;------------------------------------------------------------------------------------------------------------------------------ ; From what aiming bonus a scope is considered very high power (Sniper Scope 10x) VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18 ; From what aiming bonus a scope is considered high power (Battle Scope 7x) HIGH_POWER_SCOPE_AIM_THRESHOLD = 13 ; From what aiming bonus a scope is considered medium power (ACOG 4x) MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8 ;------------------------------------------------------------------------------------------------------------------------------ ; These control the AIs willingness to assign a soldier as a Sniper ; ; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers. ; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using ; a sniper rifle. ; ; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon". ; ; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming ; other criteria are met. ; ; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming ; other criteria are met. ;------------------------------------------------------------------------------------------------------------------------------ AI_SNIPER_RESTRICT_TO_ELITE = TRUE AI_SNIPER_MIN_RANGE = 40 AI_SNIPER_CHANCE = 30 AI_SNIPER_CHANCE_WITH_SR = 80 ;------------------------------------------------------------------------------------------------------------------------------ ; Firing at moving targets. ; ; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number ; of tiles this target has moved since the beginning of their current turn. ; Use these settings to change the severity of this effect. ;------------------------------------------------------------------------------------------------------------------------------ ; How much CTH is lost when firing at a target, for each tile the target has moved so far? CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5 ; How much CTH can be lost in total due to the movement of your target? MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Add extra effects to critical hits. ; ; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause ; attribute loss. ; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects. ;------------------------------------------------------------------------------------------------------------------------------ ; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness ; is also proportional to damage. ; 0 = Disabled. ; 100 = Always. 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on and your merc can jump through open windows by pressing Shift + j. ; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and ; there has to be a free tile next to the window (the landing tile). ;------------------------------------------------------------------------------------------------------------------------------ CAN_JUMP_THROUGH_WINDOWS = TRUE ; allows jumping through closed windows, smashing them while jumping 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 = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with. ; The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier) ; or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused. ; ; If USE_GLOBAL_BACKPACK_SETTINGS is TRUE (default), it uses the same rules for all backpacks, while if FALSE checks for ; the fAllowClimbing tag in Items.xml, and if that is true you can climb with the backpack. ; ; Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg ; (or 50 hg) but not climb with a radio set. ;------------------------------------------------------------------------------------------------------------------------------ MAX_BACKPACK_WEIGHT_TO_CLIMB = -1 USE_GLOBAL_BACKPACK_SETTINGS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show enemy weapon name, armour and head items in tactical ;------------------------------------------------------------------------------------------------------------------------------ SHOW_ENEMY_WEAPON = FALSE SHOW_ENEMY_EXTENDED_INFO = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Show color coded enemy awareness sign when sneaking or covert ;------------------------------------------------------------------------------------------------------------------------------ SHOW_ENEMY_AWARENESS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; should known NPCs use a different colour (deep blue instead of white), so we can find them more easily? ;------------------------------------------------------------------------------------------------------------------------------ KNOWN_NPCS_DIFFERENT_MAPCOLOUR = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'. ; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence. ;------------------------------------------------------------------------------------------------------------------------------ INDIVIDUAL_ENEMY_NAMES = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'. ;------------------------------------------------------------------------------------------------------------------------------ INDIVIDUAL_ENEMY_RANK = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Show enemy rank (exp. level) as icon ;------------------------------------------------------------------------------------------------------------------------------ SHOW_ENEMY_RANK_ICON = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'. ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE SOLDIER_PROFILES_MILITIA = FALSE ; If set to TRUE, vehicles can be driven through tactical maps. ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE ; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3). ; 0 - No change. ; 1 - AP deducted from vehicle are also deducted from all passengers. ; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger. ; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default). AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3 ; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200). AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100 ; If set to TRUE, tanks can move around in tactical. ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = FALSE ; If set to TRUE, cars can run over people. ; Note feature won't be very effective without ALLOW_DRIVING_VEHICLES_IN_TACTICAL set to TRUE. ALLOW_CARS_DRIVING_OVER_PEOPLE = TRUE ; If set to TRUE, tanks can run over people. ; Note feature won't be very effective without ENEMY_TANKS_CAN_MOVE_IN_TACTICAL set to TRUE. ALLOW_TANKS_DRIVING_OVER_PEOPLE = TRUE ; When shift is pressed cars can ram through structures, but only those with armour lower than specified value (0-255). ; 0 effectively disables the feature. Default 30. ; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127. CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30 ; When shift is pressed tanks can ram through structures, but only those with armour lower than specified value (0-255). ; 0 effectively disables the feature. Default 70. ; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127. TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70 ; If set to TRUE, tanks can use cannon even against single mercs and in perfect health. ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE ; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE ; If set to TRUE, tanks can noticed as soon as any part of it is visible. ENEMY_TANKS_ANY_PART_VISIBLE = FALSE ; If set to TRUE, enemies can use launchables even against single mercs and in perfect health ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE ; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. ENEMIES_BLOW_OBSTACLES_UP = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use ; the rag to completely erase the camo. ; This is important for Camouflaged/Ranger traits. ;------------------------------------------------------------------------------------------------------------------------------ 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 ; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored. ; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless. ; Valid values are from 0 to 100. ; default is 5 ;------------------------------------------------------------------------------------------------------------------------------ CAMO_KIT_USABLE_AREA = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Enhanced Close Combat System ; ; This option generally improves many things around the game's close combat system, like: ; ; * HtH hit to head deal more damage but has lesser chance to hit. ; * HtH hit to legs do half damage but has much better chance to hit. ; * HtH damage on lying enemies increased. ; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased. ; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists ; perform their spinning kick then. ; * Attributes used for HtH attacks or stealing slightly tweaked. ; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..) ; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now ; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to ; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a ; message occures that you haven't taken all you wanted. ; * Several minor tweaks included. ;------------------------------------------------------------------------------------------------------------------------------ ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of ; experience points. This amount is counted as times . Setting this to zero ; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing. ; ; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice ; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks, ; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort ; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! ) ;------------------------------------------------------------------------------------------------------------------------------ AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings ; True = enabled, they always have all three items ; False = disabled, classic behaviour ;------------------------------------------------------------------------------------------------------------------------------ SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Improved Interrupt System (IIS) ; (Enable IIS on gamestart screen.) ; ; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get ; interrupts more frequent) BASIC_PERCENTAGE_APS_REGISTERED = 60 ; Percent added to basic percentage per soldier's experience level ; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered, ; which is further adjusted by range to target) PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4 ; A value controlling how often an interrupt can be triggered, lower = more interrupts ; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries ; and such though) BASIC_REACTION_TIME_LENGTH = 25 ; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats ; exp level and such ALLOW_COLLECTIVE_INTERRUPTS = TRUE ; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend) ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ;Should the Robot be exempt from paying AP-to-Ready? ROBOT_NO_READYTIME = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about ; being spotted, to compensate it a marker and enemy quote is implemented. ; This setting can be 0 or 1 or 2. ; 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 = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Energy cost on weapon manipulation ; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight. ; Weapon weight: ; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns, ; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs), ; as those are more likely adviced to be fired from hip (LMGs) or on bipod. ; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder. ; 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 = 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). ; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns. ; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force ; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when ; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may ; (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 = 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 = 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 = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Enemy Role Settings] ;****************************************************************************************************************************** ; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder. ;****************************************************************************************************************************** ; allow enemy roles, required for the following settings 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): ; - officers ; - medics ; - radio operators ; - snipers ; - mortarmen ; - generals (a special kind of officer) ; Default 4, values between 0 and 20. ENEMYROLES_TURNSTOUNCOVER = 4 ;****************************************************************************************************************************** ; MEDIC ;****************************************************************************************************************************** ; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor. ; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs. ; Requires ENEMYROLES to be TRUE. ENEMY_MEDICS = TRUE ; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain ; This allows the AI to heal more wounded before its medkits run out ; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0. ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1 ; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient ; Default 40, values between 5 and 60. ENEMY_MEDICS_SEARCHRADIUS = 40 ; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount. ; 100 is one hp. Default 500, values between 0 and 50000. ENEMY_MEDICS_WOUND_MINAMOUNT = 500 ; allow enemy medic to heal himself ENEMY_MEDICS_HEAL_SELF = TRUE ;****************************************************************************************************************************** ; OFFICER ;****************************************************************************************************************************** ; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this: ; a officer with squadleader trait is considered a lieutnant, an officer with squadleader(expert) is a captain. ; For now, a officer grants boni to the entire enemy team present: ; - a bonus to suppression resistance ; - a percentage bonus to morale ; - a bonus to team surrender strength ; Important: Only the bonus of the highest officer present counts. ; Requires ENEMYROLES to be TRUE. ENEMY_OFFICERS = TRUE ; for every officer, the enemy team needs at least this many soldiers total ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10 ; maximum number of officers the enemy team may ever have ENEMY_OFFICERS_MAX = 4 ; The boni listed here are for lieutnant, they are doubled for captains. ; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50. ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10 ; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0. ENEMY_OFFICERS_MORALE_MODIFIER = 0.1 ; bonus to surrender strength (used when the player asks the enemy to surrender). ; 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 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Cover System Settings] ;****************************************************************************************************************************** ; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen. ;****************************************************************************************************************************** ; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added. COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15 ; This tell how much a stealth value of 100 will decrese the sight range of an enemy. ; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%. COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50 ; This is similar to STEALTH_EFFECTIVENESS. ; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain. COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50 ; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover. COVER_SYSTEM_STANCE_EFFECTIVENESS = 10 ; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, ; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings. COVER_SYSTEM_LBE_EFFECTIVENESS = 20 ; Running around crazy will give you a penalty of up to 50% (default). COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20 ; The cover system automaticly calculates how dense an object it. ; This will tell you how much percent of vision should be decreased if the object is 100% dense, ; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full). ; If you put it to a realistic setting, where solid stuff always blocks enemy views, ; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease. COVER_SYSTEM_TREE_EFFECTIVENESS = 15 ; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover. ; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second. COVER_SYSTEM_UPDATE_DELAY = 500 ; Use xml-defined properties for various properties of tiles in your surroundings. These can modify camo, stealth, and sound ; 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 = TRUE ; Static shadows decrease brightness COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE ; Camo affinities will be used as caps not multipliers (suggested by mmm). ; It will be possible to achieve perfect camo on mixed terrain using mixed camo types. ; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE. COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE ; Cover tooltip ("f") will display detailed properties and their values. ; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE. COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Suppression Fire Settings] ;****************************************************************************************************************************** ; These settings control the behavior of Suppression Fire, its severity, and its side-effects. ; ; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought ; (hopefully making them more realistic). Do not change any setting unless you understand what it does!! ; ; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0. ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; SUPPRESSION BASICS ; ; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression. ; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back. ; ; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock, ; and morale loss. This value is based on the character's Experience and Morale, among other things. ; ; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing ; his Chance-to-Hit considerably. It also makes the character harder to hit himself. ; ; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal! ; ; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well. ; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression ; fire, it means that the character is useless of a whole turn and can be assaulted safely. ; ; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are ; hiding. ; Note that they will try to do the same thing to you! ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Controls how powerful suppression fire is. ; ; 0 = JA2 Default: Suppression is DISABLED. ; 100 = Suppression is fully activated. ; ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;------------------------------------------------------------------------------------------------------------------------------ SUPPRESSION_EFFECTIVENESS = 75 ;------------------------------------------------------------------------------------------------------------------------------ ; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS, ; not instead ; ; 0 = JA2 Default: Suppression is DISABLED. ; 100 = Suppression is fully activated. ; ; This value can be raised to 65535... But don't. Values over 200 are already excessive. ;------------------------------------------------------------------------------------------------------------------------------ SUPPRESSION_EFFECTIVENESS_PLAYER = 100 SUPPRESSION_EFFECTIVENESS_AI = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Minimum and Maximum amount of Suppression Tolerance a character can have. ; ; NOTE: You'll cause problems if you set MIN to a value greater then MAX ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE ; Characters gain 1 bonus tolerance point per each N tiles they move during their turn. TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; This controls how much Suppression Shock is taken when under fire. ; ; 100 is the "normal" effect. ; Range is 0 (no suppression shock) to 65535 (65535% effect). ; 200 is a LOT. ;------------------------------------------------------------------------------------------------------------------------------ SUPPRESSION_SHOCK_INTENSITY = 100 ; The maximum number of Shock points a character can have. MAX_SUPPRESSION_SHOCK = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Shocked Target CTH Penalty ; ; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide). ; Use these settings to change the CTH penalty for shooting at such targets. ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 2 ; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit! MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40 ; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart. CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3 CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4 CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5 ;------------------------------------------------------------------------------------------------------------------------------ ; Shock Effects ; ; A Shocked character becomes less useful, primarily losing CTH on all his attacks. ; Use these settings to enable further effects from being shocked. ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 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 = 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 = 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 ; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid ; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every ; weapon which is the result you used to get when setting the AI Suppression flag to FALSE. ;------------------------------------------------------------------------------------------------------------------------------ AI_SUPPRESS_MIN_MAG_SIZE = 30 AI_SUPPRESS_MIN_AMMO_REMAINING = 20 ;------------------------------------------------------------------------------------------------------------------------------ ; Explosive Suppression ; ; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause ; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range ; of the explosion itself! ; 0 = disabled. ; 100 = "normal" effect. ;------------------------------------------------------------------------------------------------------------------------------ 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 = TRUE ; Minimum distance at which friendly characters become suppressed their own forces. MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Weather Settings] ;****************************************************************************************************************************** ; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy ; positions. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Rain settings ; ; (For slow CPUs, you may want to disable rain entirely. ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable rain appearing in the game. ALLOW_RAIN = TRUE ; Chance of rain to be triggered once per day. RAIN_CHANCE_PER_DAY = 40 ; Minimum/Maximum length of rain. RAIN_MIN_LENGTH_IN_MINUTES = 60 RAIN_MAX_LENGTH_IN_MINUTES = 300 ; For slow CPUs decrease the MAX_RAIN_DROPS. MAX_RAIN_DROPS = 80 ; Controls how rain affects visual distance ; Range: 0-100% ; 0% = Rain doesn't decrease sightrange. ; 100% = Can't see anything in the rain. VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30 ; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often. WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0 ; Reduction of the speed of regaining your breath (stamina) when it is raining. BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25 ;------------------------------------------------------------------------------------------------------------------------------ ; Lightning settings ; ; (ALLOW_RAIN must be set to TRUE for this to work.) ;------------------------------------------------------------------------------------------------------------------------------ ; Enable/Disable lightning occuring during rain. ALLOW_LIGHTNING = TRUE ; Minimum/Maximum intervals between lightning in real time mode. MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2 MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15 ; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay) MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1 MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5 ; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look. DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5 ; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100). CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Weapon Overheating Settings] ;****************************************************************************************************************************** ; In this section you can modify global settings for weapon overheating. ;****************************************************************************************************************************** ; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically. ; Weapons cool down over time. OVERHEATING = FALSE ; Should a 'thermometer' for guns and replacable barrels be displayed? OVERHEATING_DISPLAY_THERMOMETER = TRUE ; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)? OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE ; Starting amount of red colour in the temperature bar. Must be in [0, 255] OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100 ; If a barrel is not in someone's inventory, it cools down a little bit better. OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Zombie Settings] ;****************************************************************************************************************************** ; In this section you can specify how the dead will raise from their graves. ;****************************************************************************************************************************** ; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there ; is still room for more zombies in the sector)? ; 0 - Every corpse spawns a zombie once ; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead.... ; 2 - It is randomly decided if a corpse can rise ; 3 - A corpse spawns a zombie once, after that it's random ZOMBIE_RISE_BEHAVIOUR = 0 ; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should ; every zombie rise individually (FALSE)? ZOMBIE_SPAWN_WAVES = FALSE ; How often are waves of zombies created? 0 means never, 100 means whenever possible ZOMBIE_RISE_WAVE_FREQUENCY = 60 ; Can zombies climb roofs? ZOMBIE_CAN_CLIMB = TRUE ; Can zombies jump through windows? 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 = FALSE ; Damage is reduced by this percentage. Valid values from -50 to 95 ZOMBIE_DAMAGE_RESISTANCE = 0 ; Breath damage is reduced by this percentage. Valid values from -50 to 95 ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0 ; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE ; Zombie difficulty level, determines hitpoints, stats and skills ; 1 - Night of the Living Dead ; 2 - Dawn of the Dead ; 3 - Resident Evil ; 4 - 28 Days later 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 = 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 = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Poison Settings] ;****************************************************************************************************************************** ; In this section you can specify the new poison system ;****************************************************************************************************************************** ; The poison system is a new feature that gives a bit of variation to the life and damage system. ; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives ; poison damage, he not only looses life, he also gains a poison point. ; The basic consequences are: ; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional ; poison points ; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he ; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins. ; The lost point will be bandaged, so you do not have to immediately bandage it. ; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore. ; We require immediate medical assistance, or we will die! ; Yes, it is possible to die this way. ; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new ; action automatically performed by your doctors and the hospital, if the merc is their patient. ; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life). ; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison. ; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100 POISON_BASE_MEDICAL_SKILL_TO_CURE = 50 ; A multiplicator that determines how many heal points are needed to cure one point of poison POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5 ; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100 ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50 ; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection). ; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier ; valid values from 1.0 to 10.0, 4.0 is recommended POISON_INFECTION_DAMAGE_MULTIPLIER = 2.0 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Food Settings] ;****************************************************************************************************************************** ; In this section you can specify the food system ;****************************************************************************************************************************** ; Your team needs water food, otherwise they'll starve... ; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food ; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts) ; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks: ; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...) ; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep ; - breath regenerates slower ; - his performance on assignments (training milita, doctoring, repairing...) is worse ; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this! ; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0) ; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250 FOOD_DIGESTION_HOURLY_BASE_FOOD = 20 FOOD_DIGESTION_HOURLY_BASE_DRINK = 130 ; The digestion value is modfied with the number corresponding to your current activity FOOD_DIGESTION_SLEEP = 0.6 FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8 FOOD_DIGESTION_TRAVEL = 1.5 FOOD_DIGESTION_ASSIGNMENT = 0.9 FOOD_DIGESTION_ONDUTY = 1.0 FOOD_DIGESTION_COMBAT = 2.0 ; allow decay of food in every sector? FOOD_DECAY_IN_SECTORS = TRUE ; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0 FOOD_DECAY_MODIFICATOR = 1.0 ; maximum amount of food poisoning one can get from eating a single piece of food FOOD_MAX_POISONING = 5 ; do mercs make sounds when eating/drinking? FOOD_EATING_SOUNDS = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Disease Settings] ; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. You can get them from ; -insects in swamp & tropical sectors ; -contact with other people, animals and the dead ; -open wounds ; -spoiled food (requires food system to be on) ; ; A Disease will give you certain mali. This can even be a health loss. If untreated, most diseases get worse, in extreme cases, you could die from it. ; Doctors can cure most diseases. Some medicine items also help, and you can protect yourself with other items. ; set this to TRUE to play with diseases. DISEASE = FALSE ; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia. ; It can break out in swamp & tropical sectors and spread as infected troops move around. ; In bad cases, it can affect entire cities. Infected population will suffer just as your mercs do. If you don't act, this could be a severe threat to yoru campaign. ; It does work on both sides though, the army can suffer jsut as well... especially if you give it a push ;-) DISEASE_STRATEGIC = TRUE ; The World Health Organization has a website that contains a few helpful tips on diseases. ; It also allows you to subscribe. This will csot you money every day; in return you have access to a new map mode that shows you where in Arulco arulcan plague has broken out. ; requires DISEASE and DISEASE_STRATEGIC to be TRUE DISEASE_WHO_SUBSCRIPTIONCOST = 2000 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Dynamic Opinion Settings] ;****************************************************************************************************************************** ; In this section you can specify wether mercs form dynamic opinions on each other ;****************************************************************************************************************************** ; mercs can form dynamic opinions of each other, this in turn will affect their morale ; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini DYNAMIC_OPINIONS = TRUE ; notify the player of opinon changes in the message log DYNAMIC_OPINIONS_SHOWCHANGE = TRUE ; if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a ; negative opinion of merc B WAGE_ACCEPTANCE_FACTOR = 1.5 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Dynamic Dialogue Settings] ;****************************************************************************************************************************** ; In this section you can specify wether mercs talk to each other ;****************************************************************************************************************************** ; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other. ; This can happen whenever something influences their relationship ; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers ; depending on their relations and personality ; If an IMP interejcts, the player has a short time to select the kin of response he wants to give. DYNAMIC_DIALOGUE = FALSE ; the dialogue boxes will stay on for x milliseconds DYNAMIC_DIALOGUE_TIME_OFFSET = 3000 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Tactical Fortification Settings] ;****************************************************************************************************************************** ; In this section you can specify settings for the fortification system ;****************************************************************************************************************************** ; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** ; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### #### ; # # # # # # # # # # # # # # # # ## # # # ; #### # ### #### # #### # ## # # #### #### # # # # ## # ## #### ; # # # # # # # # # # # # # # # # # # # # # # ; #### # # # # # # #### #### ### #### #### #### # # ### # # #### #### ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Gamestart Settings] ;****************************************************************************************************************************** ; These settings control the situation at the start of the game. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Game starting time and merc arrival delay ; ; The values are in seconds (3600 = 1 hour) ; ; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME ; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival ; ; Do not change this setting after the game has started ; Do not set the values too low ;------------------------------------------------------------------------------------------------------------------------------ ; Default value is 3600 (1am) GAME_STARTING_TIME = 3600 ; Default value is 21600 (7am) FIRST_ARRIVAL_DELAY = 21600 ;------------------------------------------------------------------------------------------------------------------------------ ; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9). ; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map). ; ; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe ; airspace sector immediately after your initial arrival!! ;------------------------------------------------------------------------------------------------------------------------------ DEFAULT_ARRIVAL_SECTOR_X = 9 DEFAULT_ARRIVAL_SECTOR_Y = 1 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Interface Settings] ;****************************************************************************************************************************** ; These settings change the user interface in STRATEGIC mode. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory. ; ; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Change the color of the Stat Progress Bars shown on your character's information panel. ; ; The bars can be turned off completely using the in-game Options Menu. ;------------------------------------------------------------------------------------------------------------------------------ STAT_PROGRESS_BARS_RED = 140 STAT_PROGRESS_BARS_GREEN = 90 STAT_PROGRESS_BARS_BLUE = 20 ;------------------------------------------------------------------------------------------------------------------------------ ; Determine whether the Daily Expenses window takes into account your mercs' contracts. ; ; 0 = Do not take merc contracts into account. ; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs) ; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most ; recent contract signed with them. ;------------------------------------------------------------------------------------------------------------------------------ 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 ;------------------------------------------------------------------------------------------------------------------------------ ; Determine how to notify Player in Extreme Iron Man game, that it's a time to save. ; ; 0 = Open save screen. ; 1 = Pause the game. ; 2 = Do nothing (in auto-saves we trust). ;------------------------------------------------------------------------------------------------------------------------------ EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Determine the hour in Extreme Iron Man when progress can be saved (0-23) ;------------------------------------------------------------------------------------------------------------------------------ EXTREME_IRON_MAN_SAVING_HOUR = 0 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Progress Settings] ;****************************************************************************************************************************** ; These settings change the way that Game Progress is calculated, and various other factors that are progress-based. ; PROGRESS normally increases as you advance in the game. It can also go down if you are losing. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Game progress weights ; ; Determine what factors influence your current progress. ; Range: 0-100% ; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults ;------------------------------------------------------------------------------------------------------------------------------ ; The maximum number of progress points you can get from killing enemies. Default 25 GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25 ; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you ; conquer more sectors. Default 25 GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25 ; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you ; control more mines and get more loyalty in the towns where the mines are. Default 50 GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50 ; The maximum number of progress points you can get from exploring sectors on the map. Default 0 GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses ; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress. ; ; If set to TRUE, all progress weights are automatically set to 100. ;------------------------------------------------------------------------------------------------------------------------------ ALTERNATE_PROGRESS_CALCULATION = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Additional factors to Progress Calculation ;------------------------------------------------------------------------------------------------------------------------------ ; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see ; above) can surpass it. GAME_PROGRESS_MINIMUM = 0 ; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100% ; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0. GAME_PROGRESS_MODIFIER = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; The minimum progress level required to trigger some events. ; Range: 0-100% ;------------------------------------------------------------------------------------------------------------------------------ ; Default 35 GAME_PROGRESS_START_MADLAB_QUEST = 35 ; Default 50 GAME_PROGRESS_MIKE_AVAILABLE = 50 ; Default 70 GAME_PROGRESS_IGGY_AVAILABLE = 70 ; The queen decides to go on the offensive. WARNING: This will be hard! ; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65 GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Event Settings] ;****************************************************************************************************************************** ; Controls various campaign events. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 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 = 2 ; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode) ENABLE_CREPITUS = TRUE ; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE CREPITUS_ATTACK_ALL_TOWNS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Mine Shut-down Event ; ; Allows you to control which mine will run out of ore and stop working. ; Select mine. ; -1 = Game chooses a mine randomly. ; 0 = No mine will shut down! ; 2 = Drassen ; 3 = Alma ; 4 = Cambria ; 5 = Chitzena ; 6 = Grumm ;------------------------------------------------------------------------------------------------------------------------------ WHICH_MINE_SHUTS_DOWN = -1 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Gameplay Settings] ;****************************************************************************************************************************** ; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will ; definitely change the way it is played. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Reinforcements ; ; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive ; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle. ; ; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is ; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others ; die or run away. ;------------------------------------------------------------------------------------------------------------------------------ ; Allows enemy/militia reinforcements from adjacent sectors. ALLOW_REINFORCEMENTS = TRUE ; Allows reinforcements only between city sectors. Only affects militia, not enemies. ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913) ;------------------------------------------------------------------------------------------------------------------------------ ; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. MIN_DELAY_ENEMY_REINFORCEMENTS = 0 ; Additional random delay added to minimum when reinforcements will arrive after they are called. RND_DELAY_ENEMY_REINFORCEMENTS = 5 ; Minimum enemy units which will enter after above delay is over. MIN_ENTER_ENEMY_REINFORCEMENTS = 8 ; Additional random enemy units to appear after passing delay. RND_ENTER_ENEMY_REINFORCEMENTS = 8 ; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled. MIN_DELAY_MILITIA_REINFORCEMENTS = 0 ; Additional random delay added to minimum when reinforcements will arrive after they are called. RND_DELAY_MILITIA_REINFORCEMENTS = 5 ; Minimum militia units which will enter after above delay is over. MIN_ENTER_MILITIA_REINFORCEMENTS = 6 ; Additional random militia units to appear after passing delay. RND_ENTER_MILITIA_REINFORCEMENTS = 6 ; Don't allow permanent items removal for no merc in that sector NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE ; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. ARMY_USES_TANKS_IN_ATTACKS = FALSE ; Depending on game difficulty enemy groups created during offensives can include tanks. ARMY_USES_TANKS_IN_PATROLS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Vehicle Inventory ;------------------------------------------------------------------------------------------------------------------------------ ; Do vehicles have their own inventory to carry equipment? VEHICLE_INVENTORY = TRUE ; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc). HUMVEE_OFFROAD = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This determines how important luck is in Auto-Resolve combat, compared to actual skills. ; JA2 Default is 2.0 (luck is as important as skills). ; Lower this value to reply more on skills, raise to rely more on luck. ; Minimum is 1.0. ;------------------------------------------------------------------------------------------------------------------------------ AUTORESOLVE_LUCK_FACTOR = 2.0 ;------------------------------------------------------------------------------------------------------------------------------ ; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map ; (as a big red "?"). ; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise. ;------------------------------------------------------------------------------------------------------------------------------ NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Set the frequency and severity of risks triggered by using strategic facilities. ;------------------------------------------------------------------------------------------------------------------------------ ; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000. FACILITY_EVENT_RARITY = 1000 ; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more ; noticeable. Increase this for the opposite. Default = 50. FACILITY_DANGER_RATE = 50 ;****************************************************************************************************************************** ; Activates the new additional repair mode. ; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing ; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor ; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the ; same sector, then all equipped armor, and so forth, always starting with the item with least durability ; (especially jammed guns). ; ; FALSE = 1.13 repair system ; TRUE = New additional repair system based on priorities ;****************************************************************************************************************************** ADDITIONAL_REPAIR_MODE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; advanced repair/dirt system ;------------------------------------------------------------------------------------------------------------------------------ ; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths. ADVANCED_REPAIR = TRUE ; the only items we can repair are guns and armour ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE ; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE ; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming DIRT_SYSTEM = FALSE ; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers) FULL_REPAIR_CLEANS_GUN = FALSE ; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number SECTOR_DIRT_DIVIDER = 700 ; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0 DIRT_GLOBAL_MODIFIER = 1.25 ;****************************************************************************************************************************** ; Set how to handle Skyrider "hot LZ" options ; ; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style) ; 1 = Allow Skyrider to drop off mercs to center of map ; 2 = Skyrider drops mercs at map edge from direction he entered the sector. ; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing ;****************************************************************************************************************************** ALLOW_SKYRIDER_HOT_LZ = 2 ;****************************************************************************************************************************** ; Always make all the terrorists to appear in Arulco. ; ;****************************************************************************************************************************** ENABLE_ALL_TERRORISTS = TRUE ;****************************************************************************************************************************** ; Enable all sectors with "secret" weapon caches. ; (These sectors hold usually a few chests with various mediocre to good equipment.) ; ;****************************************************************************************************************************** ENABLE_ALL_WEAPON_CACHES = FALSE ;****************************************************************************************************************************** ; Override each map's percent likelihood of an item appearing. ; Valid range = 0-100, where 0 uses the map values. ; (Mainly for modders, can possibly take the fun out of the game) ;****************************************************************************************************************************** MAP_ITEM_CHANCE_OVERRIDE = 0 ;****************************************************************************************************************************** ; Prisoner system ;****************************************************************************************************************************** ; can you capture enemy soldiers? ALLOW_TAKE_PRISONERS = TRUE ; can you offer enemies a surrender option? 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 = 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 ; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked ; you to surrender, and you refused PLAYER_CAN_ASK_TO_SURRENDER = TRUE ; chance that released soldiers join the army again PRISONER_RETURN_TO_ARMY_CHANCE = 50 ; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality) PRISONER_DEFECT_CHANCE = 25 ; chance that interrogated soldiers can give info on enemy positions PRISONER_INFO_BASECHANCE = 25 ; if they give info, chance that interrogated soldiers can give info on enemy numbers PRISONER_INFO_NUMBER_CHANCE = 30 ; if they give info, chance that interrogated soldiers can give info on enemy movement directions PRISONER_INFO_DIRECTION_CHANCE = 40 ; chance that interrogated soldiers get you ransom money PRISONER_RANSOM_CHANCE = 25 ; chance that you get nothing PRISONER_NOTHING_CHANCE = 25 ; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners ; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types PRISONER_INTERROGATION_POINTS_ADMIN = 30 PRISONER_INTERROGATION_POINTS_REGULAR = 50 PRISONER_INTERROGATION_POINTS_ELITE = 80 PRISONER_INTERROGATION_POINTS_OFFICER = 150 PRISONER_INTERROGATION_POINTS_GENERAL = 250 ; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals. ; See also Tactical Enemy Role Settings for what generals are PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0 PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1 PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10 PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60 PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90 ;------------------------------------------------------------------------------------------------------------------------------ ; Helicopter Repair ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 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 = TRUE ; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity. 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 = 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 = TRUE ; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded. HELICOPTER_PASSENGERS_CAN_GET_HIT = TRUE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Morale Settings] ;****************************************************************************************************************************** ; These settings modify certain team morale aspects ;****************************************************************************************************************************** ; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to ; our prejudices. This alters our morale. The effects depend on the other merc's properties. ; The effect is doubled if we care a lot about something. ; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25]. ; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement, ; and 2x that modifier if we care a lot. None if we don't care. ; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot. ; Values from 0 to 5, default is 1 MORALE_MOD_APPEARANCE = 1 ; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference ; and we care a lot. Values from 0 to 5, default is 2 MORALE_MOD_REFINEMENT = 2 ; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation. ; Values from 0 to 5, default is 2. MORALE_MOD_HATEDNATIONALITY = 3 ; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2. MORALE_MOD_RACISM = 3 ; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly, ; doubled again if we are very sexist. Values from 0 to 5, default is 1. MORALE_MOD_SEXISM = 1 ; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5. MORALE_MOD_BACKGROUND_XENOPHOBIC = 5 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Laptop Settings] ;****************************************************************************************************************************** ; Use these settings to make changes to the laptop screen. ;****************************************************************************************************************************** ; If set to TRUE, you can browse to the briefing room website on the laptop BRIEFING_ROOM = FALSE ; If set to TRUE, you can browse to the encyclopedia website on the laptop ENCYCLOPEDIA = TRUE ; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4), ; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4. ENCYCLOPEDIA_ITEM_MASK = 1 ; If disabled, the transition will be skipped when opening/closing the laptop DISABLE_LAPTOP_TRANSITION = TRUE ; Fast loading of WWW laptop sites? 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 = 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 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Bobby Ray Settings] ;****************************************************************************************************************************** ; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's. ;****************************************************************************************************************************** ; 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 = 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 = 30 ;------------------------------------------------------------------------------------------------------------------------------ ; Item shipment settings ;------------------------------------------------------------------------------------------------------------------------------ ; Should the stealing from shipments (in Drassen this is Pablo) be disabled? STEALING_FROM_SHIPMENTS_DISABLED = FALSE ; Set the chance in percentage of whole shipment lost from Bobby Ray CHANCE_OF_SHIPMENT_LOSS = 10 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Item Property Settings] ;****************************************************************************************************************************** ; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change ; all the individual entries in Items.XML or Weapons.XML. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles. ; Range: 0-1000 ; 100 means 100% (no change in damage) ; maximum damage (internal) is 255 ;------------------------------------------------------------------------------------------------------------------------------ EXPLOSIVES_DAMAGE_MODIFIER = 100 MELEE_DAMAGE_MODIFIER = 100 GUN_DAMAGE_MODIFIER = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles. ; Range: 0-1000 ; 100 means 100% (no change in range) ; 200 means 200% (doubles the range) ; 50 means 50% (halves the range) ;------------------------------------------------------------------------------------------------------------------------------ GUN_RANGE_MODIFIER = 100 ;------------------------------------------------------------------------------------------------------------------------------ ; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target ; in an unprotected area. Each armor item has a different coverage value. ;------------------------------------------------------------------------------------------------------------------------------ ENABLE_ARMOR_COVERAGE = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip. ; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside. ;------------------------------------------------------------------------------------------------------------------------------ DYNAMIC_AMMO_WEIGHT = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too, ; but won't lower B/5AP below 0. ; 0 = No change from normal ; 1 = Add 1 bullet per 5 APs to all weapons that have autofire. ;------------------------------------------------------------------------------------------------------------------------------ AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0 ;------------------------------------------------------------------------------------------------------------------------------ ; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.) ; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has. ; At 0.5, characters can comfortably carry twice as much with the same amount of strength. ;------------------------------------------------------------------------------------------------------------------------------ STRENGTH_TO_LIFT_HALF_KILO = 1.0 ;------------------------------------------------------------------------------------------------------------------------------ ; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate. ; Note: This is only used if Old Trait System is played ;------------------------------------------------------------------------------------------------------------------------------ MORTAR_CTH_DIVISOR = 3 ;------------------------------------------------------------------------------------------------------------------------------ ; When attachments have not been assigned for NAS, the game can add default slots that differ per item type. ; It is recommended to play with this set to FALSE when the attachments are assigned properly. ; This option is best used when playing a XML based mod that does not have the NAS xml fully updated. ; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments. ;------------------------------------------------------------------------------------------------------------------------------ USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; The chance in percentages that an attachment will have to drop with the item if an NPC dies. ; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS. ; Inseperable attachments will always drop. Range: 0 - 100% ;------------------------------------------------------------------------------------------------------------------------------ ATTACHMENT_DROP_RATE = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; The maximum amount of attachments NPC's can get on their gun when they get random equipment. ; They will usually get less attachments than this value because of randomness. Range: 2 - 30 ;------------------------------------------------------------------------------------------------------------------------------ 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 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Enemy AI Settings] ;****************************************************************************************************************************** ; These settings change the behavior of the queen's army on the Strategy Map. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; New strategic AI ; ; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies ; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens ; to every city, possibly several times during the campaign! ; When set to TRUE, this setting has the potential of making the game considerably harder. ;------------------------------------------------------------------------------------------------------------------------------ NEW_AGGRESSIVE_AI = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; Individual Enemy Group Behavior ; ; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what ; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active. ; This behavior was deactivated in original game. ; ; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to ; reinforce this sector. ; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. ; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier. ;------------------------------------------------------------------------------------------------------------------------------ ENEMY_INVESTIGATE_SECTOR = FALSE REASSIGN_PENDING_REINFORCEMENTS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Militia Training Settings] ;****************************************************************************************************************************** ; These settings control the training of Town Militia. ;****************************************************************************************************************************** ; Defines the maximum number of Militia that can occupy the same sector ; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the ; duration of the battle. MAX_MILITIA_PER_SECTOR = 20 ; The number of Town Militia that are trained in a single "training session". NUM_MILITIA_TRAINED_PER_SESSION = 10 ; How much loyalty you need in a town to allow you to train Militia there. MIN_LOYALTY_TO_TRAIN_MILITIA = 20 ; This controls how fast town militia gets trained. MILITIA_TRAINING_RATE = 4 ; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished. MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE ;------------------------------------------------------------------------------------------------------------------------------ ; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia, ; and are almost as well-trained as enemy Blackshirts. ;------------------------------------------------------------------------------------------------------------------------------ ; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities. ; FALSE = Only Regular (Light-Blue) militia can be trained. ALLOW_TRAINING_ELITE_MILITIA = FALSE ; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE) ELITE_MILITIA_TRAINING_DELAY= 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Leadership and Town Militia training ;------------------------------------------------------------------------------------------------------------------------------ ; Militia training bonus for RPC (as a percentage of the normal training speed) ; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster. RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10 ; Minimum leadership skill required to be able to train Militia at all 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 = TRUE ; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session. 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 ; training. ; 100 = no bonus. 150 = 50% bonus. etcetera ; Note: This is only used if Old Trait System is played TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Mobile Militia Training Settings] ;****************************************************************************************************************************** ; These settings control the training of Mobile Militia. ;****************************************************************************************************************************** ; Allows training militia that move around on the Strategy Map. ; If FALSE, all other settings in this category are disabled automatically. ALLOW_MOBILE_MILITIA = TRUE ; Delay ability to train Mobile Militia till this day MOBILE_MILITIA_TRAINING_DELAY = 1 ; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below). NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 10 ;------------------------------------------------------------------------------------------------------------------------------ ; These settings determine if training of additional mobile militia is allowed when a certain number is allready active. ; You can still train mobiles if you are just below maximum. ; Base modes available: ; 0 = No maximum. ; 2 = Maximum calculated by town sectors you have currently under control. ; 4 = Maximum calculated by town sectors you have liberated at least one time. ; 8 = Maximum calculated by towns under player control. ; 16 = Maximum calculated by current progress. ; 32 = Maximum calculated by best progress. ; 64 = Maximum calculated by number of rebels in your team. ; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72). ; ; Advanced modes: ; 0 = If more then one base mode is chosen the lowest one is used. ; 128 = If more then one base mode is chosen the highest one is used. ; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and ; rebel limit dictates 60 are allowed the final maximum becomes 30. ; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200) ; ; Deserting modes: ; 0 = no deserters ; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached. ; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use. ; The number of deserters is randomly chosen but depends on the ratio active/maximum. ; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1). ; ; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0) ; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5) ;------------------------------------------------------------------------------------------------------------------------------ MOBILE_MILITIA_MAX_ACTIVE_MODE = 195 MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5 ;------------------------------------------------------------------------------------------------------------------------------ ; Training method options. ; ; There are two methods: ; One is Manual Training - you pay money to train Mobile Militia whenever you desire. ; The second method is to have them created automatically (for free!) every N hours. ;------------------------------------------------------------------------------------------------------------------------------ ; Determines which method of training is used. ; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all ; "Leadership and Mobile Militia Training settings", below. MUST_TRAIN_MOBILE_MILITIA = TRUE ; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile ; Militia group. ; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid. CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24 ;------------------------------------------------------------------------------------------------------------------------------ ; Leadership and Mobile Militia training ;------------------------------------------------------------------------------------------------------------------------------ ; Minimum required leadership skill to train Mobile Militia MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40 ; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the ; value dictated by DIV_OF_ORIGINAL_MILITIA. ; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed. LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = TRUE ; Required leadership score to train the maximum number of Mobile Militia allowed. ; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work) REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 80 ; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE). LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE ; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups ; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia. PERCENT_MOBILE_MILITIA_ELITES = 20 PERCENT_MOBILE_MILITIA_REGULARS = 30 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Mobile Militia Movement Settings] ;****************************************************************************************************************************** ; These settings control how Mobile Militia move around the strategy map. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; If set to FALSE, Mobile Militia can move anywhere they want. ; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST) ;------------------------------------------------------------------------------------------------------------------------------ RESTRICT_ROAMING = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; EXPLORATION-based restrictions ; ; Allow Mobile Militia to move through any EXPLORED sectors. ; RESTRICT_ROAMING must be set to TRUE. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; CONQUEST-based restrictions ; ; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far. ; This utilizes the rules laid down in the file "DynamicRestrictions.XML". ; RESTRICT_ROAMING must be set to TRUE. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a ; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they ; have already been liberated once in the past. ; ; In the JA2 campaign, this allows travel through: ; San Mona, Tixa, Orta, Estoni, and Omerta. ; ; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison. ; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia. ; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore. ; ; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = TRUE ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; This setting controls wether militia will follow the player on map in non combat situation. ; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there ; (default behaviour). This overwrites any manual restrictions. ; Set to FALSE if they dont worry about the player. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_MILITIA_FOLLOW_PLAYER = TRUE ;------------------------------------------------------------------------------------------------------------------------------ ; These settings control the splitting of mobile militia groups. ; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and ; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia. ; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR. ; Remainder will eventually move along. ; If they decide to spread, the groups will end up equal in size. ; ; There are various chances to spread when there are NO threats: ; - 30% chance if origin sector is full and destination is empty, groups will become equal in size. ; - 50% chance if origin and destination have militia, groups become equal in size. ; - 0% chance if origin sector is not full and target is empty ; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above. ; For threatened sectors the chances are: ; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted. ; - 0% chance to spread if origin sector is not threatened but target is. ; - variable chance to spread if both target and source sectors are threatened based on enemy numbers: ; (NumEnemiesNearOrigin * 100) / TotalNumEnemies ; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal. ; And you can overwrite the chances with the settings below: ; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc. ; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE. ;------------------------------------------------------------------------------------------------------------------------------ ALLOW_MILITIA_SPREAD = TRUE ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Militia Strength Settings] ;****************************************************************************************************************************** ; These settings control the strength of town or mobile militia in tactial combat and autoresolve. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; These settings determine how well the militia will fight during autoresolve and tactical combat. ; ; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia ; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia ; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies. ;------------------------------------------------------------------------------------------------------------------------------ ; 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 = 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 = 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 = 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 = 10 ; Determines bonus to assigned weapon and gear quality (coolness). GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0 REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1 VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2 ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Militia Equipment Settings] ;****************************************************************************************************************************** ; These settings control the how militia can equip itslef from sector inventories ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. ; ; This applies to both tactical and strategic combat. ; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector. ; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'. ; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works ; if no mercs are present in that sector. ; If militia reinforces a sector, they will take their gear along. ; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map. ; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in). ;------------------------------------------------------------------------------------------------------------------------------ ; if set to true, militia will take parts of its equipment from a sector's inventory. MILITIA_USE_SECTOR_EQUIPMENT = FALSE ; determines wether militia picks helmets, vests and leg armour from the sector. MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE ; determines wether militia takes NVGs, sungoggles and gasmasks from the sector. MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE ; determines wether militia takes knifes and punch weapons from the sector MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE ; determines wether militia takes guns from the sector MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE ; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true. ; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped ; If this is set to TRUE, make sure to occasionally restock ammo for your militia. MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE ; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE ; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE ; the number of bullets deemed sufficient for a gun is ; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size)) ; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10 MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200 MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2 ; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector ; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and ; orange gear cannot be chosen by any militia. MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Shopkeeper Inventory Settings] ;****************************************************************************************************************************** ; These settings control the inventory of Arulco's resident shopkeepers. ; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting) ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away ; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home. ;------------------------------------------------------------------------------------------------------------------------------ CHANCE_TONY_AVAILABLE = 80 ;------------------------------------------------------------------------------------------------------------------------------ ; Turn on to get BR shipments faster ;------------------------------------------------------------------------------------------------------------------------------ FAST_BOBBY_RAY_SHIPMENTS = FALSE ;****************************************************************************************************************************** ;****************************************************************************************************************************** [Strategic Assignment Settings] ;****************************************************************************************************************************** ; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Basic Settings ; ; Use these to affect all assignments. ;------------------------------------------------------------------------------------------------------------------------------ ; The amount time a character must be on assignment before it can have any effect. ; Theoretically, everything will go faster if this is lower... MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45 ;------------------------------------------------------------------------------------------------------------------------------ ; Skill Training ; ; These settings control the speed of training, and how useful some characters are at training others. ;------------------------------------------------------------------------------------------------------------------------------ ; Min skill required for a character to be able to increase that skill at all. MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0 ; Max value to which any skill can be trained. MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100 ; Divisor for rate of self-training (the "PRACTICE" assignment) TRAINING_RATE_DIVISOR = 1000 ; The divisor for rate of training bonus due to instructors influence ; Reduce to speed-up trainer/student training ; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points INSTRUCTED_TRAINING_DIVISOR = 3000 ; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double) ; Also applies to training militia TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30 ; The minimum skill rating a character must have before he can train fellow teammates in that skill. MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25 ;------------------------------------------------------------------------------------------------------------------------------ ; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector. ; ; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing. ; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up. ; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up. ; 1 = Both options on. ;------------------------------------------------------------------------------------------------------------------------------ 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. ; ; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake. ; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered ; "Resting", and will regain their fatigue back slowly until at least one student wakes up. ; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered ; "Resting", and will regain their fatigue back slowly until the trainer wakes up. ; 1 = Both options on. ; ; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the ; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING). ;------------------------------------------------------------------------------------------------------------------------------ REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Doctoring ; ; (for reference: OKLIFE = 15 health) ;------------------------------------------------------------------------------------------------------------------------------ ; Activity levels for natural healing ( the higher the number, the slower the natural recover rate) ; Low = patient, high = working NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1 NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4 NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12 ; Increase this value to reduce doctoring pts per hour, or vice versa. ; At 2400, the theoretical maximum is 150 full healing pts/day. DOCTORING_RATE_DIVISOR = 2400 ; How many points of healing each hospital patients gains per hour in the hospital ; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients! HOSPITAL_HEALING_RATE = 5 ; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left) BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20 ; Multiplier for how much medical skill is needed, for each point below OKLIFE MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4 ; Number of "doctor" points used up to heal each point below OKLIFE POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2 ;------------------------------------------------------------------------------------------------------------------------------ ; Repairing ;------------------------------------------------------------------------------------------------------------------------------ ; Cost to unjam a weapon in repair pts REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2 ; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa REPAIR_RATE_DIVISOR = 2500 ; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points ; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows ; down repair. A lower value speeds it up. REPAIR_SESSIONS_PER_DAY = 24 ;------------------------------------------------------------------------------------------------------------------------------ ; SquadNames ;------------------------------------------------------------------------------------------------------------------------------ ; use squadnames from SquadNames.xml USE_XML_SQUADNAMES = FALSE [Clock Settings] ;****************************************************************************************************************************** ; These settings control the speed behavior of the game. ;****************************************************************************************************************************** ;------------------------------------------------------------------------------------------------------------------------------ ; Change in Clock Speed from base clock speed in percent ; Range: 100 - 300 Default: 150 ;------------------------------------------------------------------------------------------------------------------------------ CLOCK_SPEED_PERCENT = 120 ;------------------------------------------------------------------------------------------------------------------------------ ; Clock speed percent during enemy turns ; Range: 100 - 300 Default: 150 ;------------------------------------------------------------------------------------------------------------------------------ ENEMY_CLOCK_SPEED_PERCENT = 120 ;------------------------------------------------------------------------------------------------------------------------------ ; Timeslice in microseconds. The frequency that the screen is refreshed. ; At normal speed the clock is updated every 16 milliseconds. ; Range: 1000 - 20000 Default: 16000 ;------------------------------------------------------------------------------------------------------------------------------ UPDATE_FREQUENCY = 16000 ;------------------------------------------------------------------------------------------------------------------------------ ; Improved auto fast forwarding. ; AUTO_FAST_FORWARD_ENEMIES: ; 0 - default behaviour ; 1 - auto fast forward only enemies that are not seen by player's team ; 2 - auto fast forward only invisible enemies ; 3 - auto fast forward all enemies ; AUTO_FAST_FORWARD_MILITIA: ; 0 - default behaviour ; 1 - auto fast forward only militia that does not see enemies ; 2 - auto fast forward militia always ; AUTO_FAST_FORWARD_CIVS, AUTO_FAST_FORWARD_CREATURES: ; 0 - default behaviour ; 1 - auto fast forward only invisible ; 2 - auto fast forward always ; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed ;------------------------------------------------------------------------------------------------------------------------------ AUTO_FAST_FORWARD_ENEMIES = 2 AUTO_FAST_FORWARD_MILITIA = 1 AUTO_FAST_FORWARD_CIVS = 1 AUTO_FAST_FORWARD_CREATURES = 1 ;------------------------------------------------------------------------------------------------------------------------------ ; Fast forward timeslice in milliseconds. The frequency that the base clock is updated. ; At normal speed the clock is updated every 10 milliseconds. ; Range: 1-10000 Default: 500 ;------------------------------------------------------------------------------------------------------------------------------ FAST_FORWARD_PERIOD = 500 ;------------------------------------------------------------------------------------------------------------------------------ ; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled. ; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx ; Note MENU = [ALT], CONTROL = [CTRL] ; Examples (separated by comma): ; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1 ;------------------------------------------------------------------------------------------------------------------------------ FAST_FORWARD_KEY = SUBTRACT [Overhead Map Settings] ;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences! ;Modes: ; 0 Off ; 1 Draw Rectangles ; 2 Draw Rectangles and hatch them with the 'no deployment' pattern MARKER_MODE = 2 ;Precision governs how small the marked area will be ; 0 Hostiles are in a general area 180 tiles across ; 1 Hostiles are in a general area 120 tiles across ; 2 Hostiles are in a general area 90 tiles across ; 3 Hostiles are in a general area 60 tiles across ; 4 Hostiles are in a general area 45 tiles across ; 5 Hostiles are in a general area 30 tiles across DAYTIME_PRECISION = 4 ;Same as above, this time for Night NIGHTTIME_PRECISION = 5 ;Number of remaining Soldiers before their location gets marked MAX_SOLDIERS_LEFT = 1