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https://github.com/1dot13/gamedir.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@757 4f8fa57e-7814-0410-bad4-adc449f26b7c
810 lines
38 KiB
INI
810 lines
38 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2: 1.13
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
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; By default, the values below are the values present in the 9-14-05 release of the code.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;General Guidelines:
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
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;
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; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
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;
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; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
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;
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; MAX_STRATEGIC_TEAM_SIZE >= 20
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;
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; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
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;
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; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _ELITE_BONUS = 1-100 (percentages)
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;
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; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
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; decide to change anything in this file, it's recommended that you make a backup copy
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; before you make the changes.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change global gameplay settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Gameplay Settings]
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;******************************************************************************************************************************
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; These are the Starting cash values for the various difficulties.
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; The only restriction with these, is the INT32 they are stored in.
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;******************************************************************************************************************************
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NOVICE_CASH = 45000
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EXPERIENCED_CASH = 35000
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EXPERT_CASH = 30000
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INSANE_CASH = 15000
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;******************************************************************************************************************************
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; 0 = Use default drop item system for enemies (militia).
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; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
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; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in the
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; option screen, to use the new drop system
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;******************************************************************************************************************************
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ENEMIES_ITEM_DROP = 0
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;******************************************************************************************************************************
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; Vehicle Inventory
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;******************************************************************************************************************************
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VEHICLE_INVENTORY = FALSE
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;******************************************************************************************************************************
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; Disables Pablo stealing things if set to TRUE
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;******************************************************************************************************************************
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STEALING_FROM_SHIPMENTS_DISABLED = FALSE
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;******************************************************************************************************************************
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; Assignment Settings:
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; The following settings control various rates/speeds/effectiveness
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; of the different merc assignments (repair, train, doctor, etc)
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;******************************************************************************************************************************
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; Basic values
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;******************************************************************************************************************************
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; The amount time must be on assignment before it can have any effect
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; Theoretically, everything will go faster if this is lower...
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MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
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;******************************************************************************************************************************
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; Skill Training
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;******************************************************************************************************************************
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; Min value required to train a skill
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TRAINING_SKILL_MIN = 1
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; Max value to which a skill can be trained
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TRAINING_SKILL_MAX = 85
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; Divisor for rate of self-training; reduce to speed all skill training
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SELF_TRAINING_DIVISOR = 1000
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; The divisor for rate of training bonus due to instructors influence
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; Reduce to speed trainer/student training
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; This value gets added to the self training divisor when calculating training points
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INSTRUCTED_TRAINING_DIVISOR = 3000
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; The bonus to training in marksmanship in the Alma gun range sector
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GUN_RANGE_TRAINING_BONUS = 25
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; The minimum skill rating that is need to teach a fellow teammate
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MIN_RATING_TO_TEACH = 25
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; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
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; Also applies to training militia
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TEACH_BONUS_TO_TRAIN = 30
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;******************************************************************************************************************************
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; Militia Training
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;******************************************************************************************************************************
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; This controls how fast town militia gets trained
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MILITIA_TRAINING_RATE = 4
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; Limits the number of mercs assigned to militia training in a single sector
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MAX_MILITIA_TRAINERS_PER_SECTOR = 2
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; Militia training bonus for RPC (percentage points)
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; RPCs (Ira, Miguel, etc) train militia a bit faster
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RPC_BONUS_TO_TRAIN_MILITIA = 10
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;******************************************************************************************************************************
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; Repairing
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;******************************************************************************************************************************
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; Number we divide the total pts accumlated per day by for each assignment period
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; Higher number = slower repair rate
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ASSIGNMENT_UNITS_PER_DAY = 24
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; Cost to unjam a weapon in repair pts
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REPAIR_COST_PER_JAM = 2
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; Increase to reduce repair pts, or vice versa
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REPAIR_RATE_DIVISOR = 2500
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;******************************************************************************************************************************
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; Doctoring
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; for reference: OKLIFE = 15
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;******************************************************************************************************************************
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; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
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; Low = patient, high = working
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LOW_ACTIVITY_LEVEL = 1
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MEDIUM_ACTIVITY_LEVEL = 4
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HIGH_ACTIVITY_LEVEL = 12
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; Increase to reduce doctoring pts, or vice versa
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; At 2400, the theoretical maximum is 150 full healing pts/day
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DOCTORING_RATE_DIVISOR = 2400
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; How many points of healing each hospital patients gains per hour in the hospital
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; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
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HOSPITAL_HEALING_RATE = 5
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; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
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BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
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; Multiplier for skill needed for each point below OKLIFE
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MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
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; Number of pts needed for each point below OKLIFE
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POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
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;******************************************************************************************************************************
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; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
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;******************************************************************************************************************************
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DYNAMIC_AMMO_WEIGHT = FALSE
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;******************************************************************************************************************************
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; START OF GAME OPTIONS
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; The following options require a new game in order to work:
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;******************************************************************************************************************************
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; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
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ENABLE_CREPITUS = TRUE
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; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
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ENABLE_ALL_WEAPON_CACHES = FALSE
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; Determines whether all the terrorists are available, or whether they're chosen at random (default)
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ENABLE_ALL_TERRORISTS = FALSE
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; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
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; Can be switched in the middle of your campagin, but will break weapon balance in such case.
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; It's better to change this before starting a new game
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SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
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;******************************************************************************************************************************
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; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
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; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
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; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
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; Valid ranges for PRICE_MODIFIER are 1-100.
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;******************************************************************************************************************************
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CAN_SELL_ALT_LMB = FALSE
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PRICE_MODIFIER = 10
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;******************************************************************************************************************************
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; Game progress weights
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; Range: 0-100%
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; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults
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;******************************************************************************************************************************
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; Default 25
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GAME_PROGRESS_KILLS = 25
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; Default 25
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GAME_PROGRESS_CONTROL = 25
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; Default 50
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GAME_PROGRESS_INCOME = 50
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; Sectors visited
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GAME_PROGRESS_VISITED = 0
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;******************************************************************************************************************************
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; Time when some global events occur
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; Range: 0-100%
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;******************************************************************************************************************************
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; Default 35
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GAME_PROGRESS_START_MADLAB_QUEST = 35
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; Default 50
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GAME_PROGRESS_MIKE_AVAILABLE = 50
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; Default 70
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GAME_PROGRESS_IGGY_AVAILABLE = 70
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;******************************************************************************************************************************
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; Strategic Events on/off
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;******************************************************************************************************************************
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; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
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STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = FALSE
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;******************************************************************************************************************************
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; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
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; Range: 0-100
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; 0 means no additional damage
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; 50 means 150% damage (100 + 50)
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; maximum damage (internal) is 255
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;******************************************************************************************************************************
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EXPLOSIVES_DAMAGE_MULTIPLIER = 0
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MELEE_DAMAGE_MULTIPLIER = 0
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GUN_DAMAGE_MULTIPLIER = 0
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;******************************************************************************************************************************
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; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
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;
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; Basically the 1st set are the number of available troops the queen starts with in her
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; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
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; The 3rd set are percentages of extra troops converted to ELITE by the three highest difficulty levels.
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; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
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; wants to travel with. And this option right under the comments, this is the largest size an
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; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
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; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
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; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
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; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
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; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
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; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
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;******************************************************************************************************************************
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MAX_STRATEGIC_TEAM_SIZE = 20
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; Amount of troops avaliable to the queen at game start
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NOVICE_QUEENS_POOL_OF_TROOPS = 150
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EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
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EXPERT_QUEENS_POOL_OF_TROOPS = 400
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INSANE_QUEENS_POOL_OF_TROOPS = 8000
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; Initial group sizes for pre-placed garrisons when starting a new game
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EASY_INITIAL_GARRISON_PERCENTAGES = 70
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EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
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EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
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INSANE_INITIAL_GARRISON_PERCENTAGES = 200
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; Percent of troops converted to extra elites in enemy groups
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EXPERIENCED_ELITE_BONUS = 0
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EXPERT_ELITE_BONUS = 25
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INSANE_ELITE_BONUS = 50
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; Minimum enemy group size
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NOVICE_MIN_ENEMY_GROUP_SIZE = 3
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EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
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EXPERT_MIN_ENEMY_GROUP_SIZE = 6
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INSANE_MIN_ENEMY_GROUP_SIZE = 8
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;******************************************************************************************************************************
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; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
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;******************************************************************************************************************************
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NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE
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EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE
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EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
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INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
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;******************************************************************************************************************************
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; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors
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; and overall strategy. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool
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; or enable unlimited reinforcements
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;******************************************************************************************************************************
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NOVICE_QUEEN_AGGRESSIVE = FALSE
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EXPERIENCED_QUEEN_AGGRESSIVE = FALSE
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EXPERT_QUEEN_AGGRESSIVE = FALSE
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INSANE_QUEEN_AGGRESSIVE = TRUE
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;******************************************************************************************************************************
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; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
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; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
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; with each side checked. Stationary groups do this check periodically.
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;******************************************************************************************************************************
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EASY_ENEMY_STARTING_ALERT_LEVEL = 5
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NORMAL_ENEMY_STARTING_ALERT_LEVEL = 20
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HARD_ENEMY_STARTING_ALERT_LEVEL = 60
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INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
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;******************************************************************************************************************************
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; When an enemy spots and chases a player group, the alertness value decrements by this value. The
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; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
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; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
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;******************************************************************************************************************************
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EASY_ENEMY_STARTING_ALERT_DECAY = 75
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NORMAL_ENEMY_STARTING_ALERT_DECAY = 50
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HARD_ENEMY_STARTING_ALERT_DECAY = 25
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INSANE_ENEMY_STARTING_ALERT_DECAY = 10
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;******************************************************************************************************************************
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; The base time that the queen can think about reinforcements for refilling lost patrol groups,
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; town garrisons, etc. She only is allowed one action per 'turn'.
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;******************************************************************************************************************************
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EASY_TIME_EVALUATE_IN_MINUTES = 480
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NORMAL_TIME_EVALUATE_IN_MINUTES = 360
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HARD_TIME_EVALUATE_IN_MINUTES = 180
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INSANE_TIME_EVALUATE_IN_MINUTES = 90
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;******************************************************************************************************************************
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; The variance added on.
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;******************************************************************************************************************************
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EASY_TIME_EVALUATE_VARIANCE = 240
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NORMAL_TIME_EVALUATE_VARIANCE = 180
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HARD_TIME_EVALUATE_VARIANCE = 120
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INSANE_TIME_EVALUATE_VARIANCE = 60
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;******************************************************************************************************************************
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; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
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; limited amount of time. This essentially dumbs down the AI, making it less aggressive.
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;******************************************************************************************************************************
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EASY_GRACE_PERIOD_IN_HOURS = 144
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NORMAL_GRACE_PERIOD_IN_HOURS = 96
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HARD_GRACE_PERIOD_IN_HOURS = 48
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INSANE_GRACE_PERIOD_IN_HOURS = 6
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;******************************************************************************************************************************
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; Defines how many days must pass before the queen is willing to refill a defeated patrol group.
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;******************************************************************************************************************************
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EASY_PATROL_GRACE_PERIOD_IN_DAYS = 16
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NORMAL_PATROL_GRACE_PERIOD_IN_DAYS = 12
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HARD_PATROL_GRACE_PERIOD_IN_DAYS = 8
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INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
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;******************************************************************************************************************************
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; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
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; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
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; is what is used to determine the free checks.
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;******************************************************************************************************************************
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EASY_NUM_AWARE_BATTLES = 1
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NORMAL_NUM_AWARE_BATTLES = 2
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HARD_NUM_AWARE_BATTLES = 3
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INSANE_NUM_AWARE_BATTLES = 4
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;******************************************************************************************************************************
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; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
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; Keep in mind that there is not enough room on the strategic map to display more than 20
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; Militia per sector correctly (could possibly change) but they will still be there to defend,
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; and you can still train them, and it will still cost you.
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; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
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; MILITIA_TRAINING_COST which is the cost of training militia.
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; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
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;******************************************************************************************************************************
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MAX_MILITIA_PER_SECTOR = 20
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MAX_TRAINING_SQUAD_SIZE = 10
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MIN_LOYALTY_TO_TRAIN = 20
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MILITIA_TRAINING_COST = 750
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; Price Modifier for training Mobile Militia
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MILITIA_COST_MODIFIER = 3
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; Price Modifier for Promoting to Regular
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REGULAR_COST_MODIFIER = 1
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; Price Modifier for Promoting to Veteran
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VETERAN_COST_MODIFIER = 2
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;******************************************************************************************************************************
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; Settings for mobile militia
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;
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; If you set MUST_TRAIN_MOBILE_MILITIA = TRUE
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; Then you have to set ALLOW_MILITIA_MOBILE_GROUPS = TRUE
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; as well. Otherwise you pay and get nothing. Also
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; of note, you have to pay 2*MILITIA_TRAINING_COST
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; for Mobile Militia Groups.
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;******************************************************************************************************************************
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; Delay ability to train veteran militia till this day
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TRAIN_VETERAN_MILITIA_DELAY = 1
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; Delay ability to train mobile militia till this day
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ALLOW_MILITIA_MOBILE_DELAY = 1
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; Allows the training of Veteran Militia
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TRAIN_VETERAN_MILITIA = FALSE
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; Allows militia to move on strategic map
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ALLOW_MILITIA_MOBILE_GROUPS = FALSE
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; Forces paying and training mobile militia.
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MUST_TRAIN_MOBILE_MILITIA = FALSE
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; Allows militia reinforcements from near sectors
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ALLOW_REINFORCEMENTS = FALSE
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; Allows militia reinforcements only in cities
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ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
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; Amount of troops that will be added to queens army when the troops pool is empty
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QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
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; Will create a squad each n hours (12 for example). Should divide 24 without remainder
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CREATE_EACH_N_HOURS = 24
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; Divisor for mobile group size
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DIV_OF_ORIGINAL_MILITIA = 4
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; Minimum possible militia squad size
|
|
MINIMUM_MILITIA_SQUAD_SIZE = 5
|
|
|
|
; Maximum possible militia squad size
|
|
MAXIMUM_MILITIA_SQUAD_SIZE = 20
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change settings which uses the IMP generation
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Laptop Settings]
|
|
|
|
; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
|
|
MAX_IMP_CHARACTERS = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
|
|
; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
|
|
; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
|
|
; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
|
|
; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
|
|
; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
|
|
; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
|
|
; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
|
|
; start out as. Currently in game it is set to 55.
|
|
;******************************************************************************************************************************
|
|
|
|
MIN_ATTRIBUTE_POINT = 35
|
|
MAX_ATTRIBUTE_POINT = 85
|
|
IMPATTRIBUTEPOINTS = 30
|
|
MAX_ZERO_BONUS = 15
|
|
START_ATTRIBUTE = 55
|
|
|
|
;******************************************************************************************************************************
|
|
; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
|
|
; opens the website up on day one.
|
|
;
|
|
; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
|
|
; This will include any future MERC Mercs that are added.
|
|
;******************************************************************************************************************************
|
|
|
|
MERC_AVAILABLE_DAY_ONE = FALSE
|
|
ALL_MERCS_AT_MERC = FALSE
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; The Following settings define if and how many mercenaries die while on assignment
|
|
; if they have not been hired.
|
|
;******************************************************************************************************************************
|
|
|
|
MERCS_DIE_ON_ASSIGNMENT = TRUE
|
|
EASY_MERC_DEATHS = 1
|
|
EXPERIENCED_MERC_DEATHS = 2
|
|
EXPERT_MERC_DEATHS = 3
|
|
INSANE_MERC_DEATHS = 4
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; USE_RANDOM_PERSONALITY set to TRUE will randomly generate an Attitude and a Personality for each of
|
|
; your IMP Mercs.
|
|
;
|
|
; CUSTOM_PERSONALITY and CUSTOM_ATTITUDE allow you to specify what personality you want for your IMP
|
|
; Merc.
|
|
; Here are the valid settings for personalities and Attitudes:
|
|
;
|
|
; PERSONALITIES:
|
|
;
|
|
; Normal = 0
|
|
; Heat Intolerant = 1
|
|
; Nervous = 2
|
|
; Claustrophobic = 3
|
|
; NonSwimmer = 4
|
|
; Fear of Insects = 5
|
|
; Forgetful = 6
|
|
; Psycho = 7
|
|
;
|
|
; ATTITUDES:
|
|
;
|
|
; NORMAL = 0
|
|
; FRIENDLY = 1
|
|
; LONER = 2
|
|
; OPTIMIST = 3
|
|
; PESSIMIST = 4
|
|
; AGGRESSIVE = 5
|
|
; ARROGANT = 6
|
|
; BIG_SHOT = 7
|
|
; ASSHOLE = 8
|
|
; COWARD = 9
|
|
;******************************************************************************************************************************
|
|
|
|
CUSTOM_PERSONALITY = 0
|
|
CUSTOM_ATTITUDE = 0
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; 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 = 3
|
|
IMP_MALE_1 = 51
|
|
IMP_MALE_2 = 52
|
|
IMP_MALE_3 = 53
|
|
|
|
; The following are empty in standard JA2 1.13 but do not have full voice sets.
|
|
;IMP_MALE_4 = 169
|
|
;IMP_MALE_5 = 65
|
|
;IMP_MALE_6 = 71
|
|
;IMP_MALE_7 = 163
|
|
;IMP_MALE_8 = 164
|
|
|
|
IMP_FEMALE_CHARACTER_COUNT = 3
|
|
IMP_FEMALE_1 = 54
|
|
IMP_FEMALE_2 = 55
|
|
IMP_FEMALE_3 = 56
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change video settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Video Settings]
|
|
|
|
; If disabled the game will run faster
|
|
VERTICAL_SYNC = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change rain settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Rain Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can enable the rain.
|
|
; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
|
|
; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
|
|
; with lightning)
|
|
; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_RAIN = FALSE
|
|
RAIN_CHANCE_PER_DAY = 100
|
|
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
|
RAIN_MAX_LENGTH_IN_MINUTES = 180
|
|
MAX_RAIN_DROPS = 80
|
|
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
|
|
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change thunder settings that appear in combination with rain
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Thunder Settings]
|
|
|
|
ALLOW_LIGHTNING = FALSE
|
|
MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
|
|
MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
|
|
MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
|
|
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
|
|
PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
|
|
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change the animation speed
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Turnbased Animation Speed Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Controls animation speed for faster movements in battle
|
|
; 1 = normal
|
|
; 0 = max speed
|
|
; Range: 0-1
|
|
;******************************************************************************************************************************
|
|
|
|
PLAYER_TURN_SPEED_UP_FACTOR = 1
|
|
ENEMY_TURN_SPEED_UP_FACTOR = 1
|
|
CREATURE_TURN_SPEED_UP_FACTOR = 1
|
|
MILITIA_TURN_SPEED_UP_FACTOR = 1
|
|
CIVILIAN_TURN_SPEED_UP_FACTOR = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change some tactical settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Tactical Settings]
|
|
|
|
; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
|
|
; Range: 0-255
|
|
BASE_SIGHT_RANGE = 13
|
|
|
|
; Controls how rain affects visual distance
|
|
; Range: 0-100%
|
|
; 0% - no decrease
|
|
; 100% - max
|
|
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
|
|
|
|
; Enable/disable militia command on tactical map
|
|
; Range: TRUE/FALSE
|
|
ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
|
|
|
|
; Enable/disable limited vision
|
|
; Range: TRUE/FALSE
|
|
ALLOW_LIMITED_VISION = FALSE
|
|
|
|
; Armor coverage
|
|
ENABLE_ARMOR_COVERAGE = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Bonus APs for Enemy Soldiers:
|
|
; Number of extra APs for enemy troops at the various difficulty levels
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_AP_BONUS = 0
|
|
EXPERIENCED_AP_BONUS = 0
|
|
EXPERT_AP_BONUS = 0
|
|
INSANE_AP_BONUS = 5
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can enable enemy tooltips. To display the tooltip move the mouse over the enemy and press ALT.
|
|
;******************************************************************************************************************************
|
|
|
|
; Show information about selected person
|
|
; Range: TRUE/FALSE
|
|
ALLOW_SOLDIER_TOOL_TIPS = FALSE
|
|
|
|
; 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 = 1
|
|
|
|
; 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.
|
|
|
|
; 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
|
|
DYNAMIC_SOLDIER_TOOLTIPS = TRUE
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
|
|
|
|
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_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
|
|
|
|
SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
|
|
|
|
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
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change sounds settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 Sound Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Change to increase volume for weapon sounds
|
|
; Range: 0-100%
|
|
; 0 = no change
|
|
; 100 = max volume
|
|
;******************************************************************************************************************************
|
|
|
|
WEAPON_SOUND_EFFECTS_VOLUME = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change system settings
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 System Settings]
|
|
|
|
; Time in seconds for DeadLock delay, default 15
|
|
; Do not set this too low!
|
|
DEAD_LOCK_DELAY = 15
|
|
|
|
; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
|
|
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE |