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* INI settings for radar and overhead map color variants * Option translations * UB INI options.
4660 lines
269 KiB
INI
4660 lines
269 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13
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;******************************************************************************************************************************
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; This file controls various settings which have been added to the game by the 1.13 mod.
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;
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; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate
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; features unique to 1.13.
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;
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; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change
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; something unless you know what you're doing, or are willing to experiment.
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;
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; 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,
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; and contains more detailed descriptions of each setting and its effect.
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;
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; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning
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; when the game is started, but at worst a default value will be used instead of the wrong one.
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; If any lines are removed from this file, the game will always use a default value.
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;
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; Adding new settings requires changing the game's code.
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;
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;
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes!
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;------------------------------------------------------------------------------------------------------------------------------
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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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;------------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### ####
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; # # ## # # # # # # # # # # # # ## # # #
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; # ## #### # ## #### ### #### # #### #### # # # # ## # ## ####
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; # # # # # # # # # # # # # # # # # # # # #
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; #### #### # # #### # # # # #### #### #### # # ### # # #### ####
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[System Limit Settings]
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;******************************************************************************************************************************
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; These settings control some program limits.
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; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the max number of mercs and vehicles you can recruit.
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;
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; PLEASE NOTE:
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; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
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; To load any "broken" savegames, simply revert to your original settings.
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;------------------------------------------------------------------------------------------------------------------------------
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; Player mercs, valid values 16 through 32, default is 24
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MAX_NUMBER_PLAYER_MERCS = 18
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; Player vehicles, valid values 2 through 6, default is 2
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MAX_NUMBER_PLAYER_VEHICLES = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
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;------------------------------------------------------------------------------------------------------------------------------
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; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
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MAX_NUMBER_ENEMIES_IN_TACTICAL = 20
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; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
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MAX_NUMBER_CREATURES_IN_TACTICAL = 20
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; Rebels (i.e., militia), valid values 16 through 64, default is 32
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MAX_NUMBER_MILITIA_IN_TACTICAL = 20
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; Civilians, valid values 16 through 40, default is 32
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MAX_NUMBER_CIVS_IN_TACTICAL = 32
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;------------------------------------------------------------------------------------------------------------------------------
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; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
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; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
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; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
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; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
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;------------------------------------------------------------------------------------------------------------------------------
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; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
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; 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
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; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
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; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34.
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; 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
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; regardless of attachments. Values 0-32000, default is 9
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; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_ITEM_SIZE = 34
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MAX_WEAPON_SIZE = 9
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OLD_INVENTORY_ITEM_NUMBER = 99
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;------------------------------------------------------------------------------------------------------------------------------
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; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
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; prone targets (until now, hits were always considered on torso).
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; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
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; This switch will be removed once this code change has been accepted (or deemed unacceptable).
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;------------------------------------------------------------------------------------------------------------------------------
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ALLOW_TARGET_HEADANDLEG_IFPRONE = FALSE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Data File Settings]
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;******************************************************************************************************************************
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; These settings tell the game where it should get the data it needs for a few SPECIFIC features.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; Difficulty-based PROF.DAT
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;
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; If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
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; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty
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; level of your current game. This allows using different character profiles depending on difficulty level.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_DIFFICULTY_BASED_PROF_DAT = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; PROFEX (profile externalization)
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;
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; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are
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; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
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; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM!
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;------------------------------------------------------------------------------------------------------------------------------
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; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.
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; If FALSE, reads profile data from PROF.DAT.
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READ_PROFILE_DATA_FROM_XML = TRUE
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; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
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; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML
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; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.
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WRITE_PROFILE_DATA_TO_XML = FALSE
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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).
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;
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; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
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; Must be TRUE if NUM_P_ITEMS (below) is > 3
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; If an xml file doesn't exist, setting the value to true will create one.
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; Issues have been reported using big maps with this value set to TRUE
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; Valid values = TRUE or FALSE, Default = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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USE_XML_TILESETS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Change the number of PItem graphics files used by the game
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; Requires using modified xml version of ja2set.dat for values > 3
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; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
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; Do not change this unless you are modding the game, or it will probably break everything!
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; Issues have been reported using big maps with values > 3
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; Valid value range = 3-20, default = 3
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;------------------------------------------------------------------------------------------------------------------------------
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NUM_P_ITEMS = 3
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; should mercs use the backgrounds
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BACKGROUNDS = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Recruitment Settings]
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;******************************************************************************************************************************
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; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; Note: There are no longer ini settings for IMP slots. Any slot in MercProfiles.xml with <Type>6</Type> will be used for IMPs.
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; The following values deal with the I.M.P "personalized" merc generation.
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;------------------------------------------------------------------------------------------------------------------------------
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; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
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; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
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; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
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IMP_INITIAL_POINTS = 500
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; How low any attribute can go before it drops straight to 0.
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IMP_MIN_ATTRIBUTE = 35
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; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
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IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
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; How high any attribute can be increased.
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IMP_MAX_ATTRIBUTE = 85
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; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
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IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
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; You get this many points for selecting a disability for your IMP.
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IMP_BONUS_POINTS_FOR_DISABILITY = 0
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; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
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IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
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; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
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; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
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EXPERTS_GET_DIFFERENT_CHOICES = FALSE
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; The financial cost of the created IMP character.
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IMP_PROFILE_COST = 3000
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; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
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; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
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DYNAMIC_IMP_PROFILE_COST = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; The following values deal with M.E.R.C recruitment settings
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;------------------------------------------------------------------------------------------------------------------------------
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; 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.
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MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE
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; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
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MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; 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).
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; You can set how many mercs can die this way (in total) at each difficulty level.
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;------------------------------------------------------------------------------------------------------------------------------
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;Mercs can be on assignment?
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; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
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; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
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; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
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MERCS_CAN_BE_ON_ASSIGNMENT = 0
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;Can AIM/MERC mercs die while away on other assignments?
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MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
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; only be recruited for a limited amount of time.
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;------------------------------------------------------------------------------------------------------------------------------
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SLAY_STAYS_FOREVER = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector.
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;------------------------------------------------------------------------------------------------------------------------------
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SLAY_HOURLY_CHANCE_TO_LEAVE = 15
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;------------------------------------------------------------------------------------------------------------------------------
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; On the A.I.M/M.E.R.C websites, a merc's gear kits are always available during the hiring process, even if they've been bought
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; before.
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;------------------------------------------------------------------------------------------------------------------------------
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GEARKITS_ALWAYS_AVAILABLE = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
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; comment on current situation from battlefield if able to (alive and well).
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_SPECK = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc
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; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines).
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_JOHN_KULBA = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc.
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_JOHN_KULBA_DELAY = 14
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website.
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_JA1_NATIVES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If outstanding debt to MERC exceeds this, Speck will complain on the website.
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; Note: this does NOT affect whether MERC goes bankrupt, as this is independent of the amount of debt
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;------------------------------------------------------------------------------------------------------------------------------
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MERC_BANKRUPT_WARNING = 5000
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;------------------------------------------------------------------------------------------------------------------------------
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; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
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; Valid values are from 1 to 3 where:
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; 1 = immediately after liberating Omerta
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; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
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; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
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; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
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; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
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;------------------------------------------------------------------------------------------------------------------------------
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EARLY_REBELS_RECRUITMENT = 3
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;------------------------------------------------------------------------------------------------------------------------------
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; Growth modifiers are a replacement for the old Evolution tag.
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; Allow each merc to have individual growth modifiers, meaning that each merc gains stats at his or her own rate.
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; By default, the only mercs with unique growth modifiers are those who had globally slower growths under the old Evolution tag.
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; To change how fast or slow a merc gains stats, you will need to modify the appropriate <GrowthModifier{StatName}> tag in MercProfiles.xml
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; Negative values mean the merc grows faster, and higher values means the merc grows slower.
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;
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; You can also allow growth modifiers to be randomised based on their original growth rates in MercProfiles.xml
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; For example, a range of 5 means that a merc with a GrowthModifierLife of -5 will have that modifier randomised between -10 and 0
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;------------------------------------------------------------------------------------------------------------------------------
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MERCS_GROWTH_MODIFIERS_ENABLED = TRUE
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MERCS_RANDOM_GROWTH_MODIFIERS = FALSE
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MERCS_RANDOM_GROWTH_MODIFIERS_RANGE = 5
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;------------------------------------------------------------------------------------------------------------------------------
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; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
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; 0 = do not use random stats (JA2 vanilla setting)
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; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
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; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
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; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
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; hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
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; 4 = full randomization of mercs, including traits, gear kits and all statistics
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;
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; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4
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; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits.
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;
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; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution
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;
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; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
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; Valid +/- range (0-50)
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; For example MERCS_RANDOM_STAT_RANGE = 10,
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; Stat = 80 will random between 70-90
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; Stat = 95 will random between 90-100 due to 100 maximum limit
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; Stat = 5 will random between 1-9 due to 1 minimum limit
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; Stat = 0/1/100 will not random
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;
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; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
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; Valid +/- range (0-4)
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; For example MERCS_RANDOM_EXP_RANGE = 2,
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; Exp = 4 will random between 2-6
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; Exp = 8 will random between 7-9 due to 9 maximum limit
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; Exp = 2 will random between 1-3 due to 1 minimum limit
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; Exp = 1/9 will not random
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;------------------------------------------------------------------------------------------------------------------------------
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MERCS_RANDOM_STATS = 0
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MERCS_RANDOM_GEAR_KITS = FALSE
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MERCS_RANDOM_BELL_DISTRIBUTION = TRUE
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MERCS_RANDOM_STAT_RANGE = 10
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MERCS_RANDOM_EXP_RANGE = 1
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;------------------------------------------------------------------------------------------------------------------------------
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; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
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; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
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;------------------------------------------------------------------------------------------------------------------------------
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MERCS_RANDOM_START_SALARY = FALSE
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MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Financial Settings]
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;******************************************************************************************************************************
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; Use these settings to change the financial difficulty of the game.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; Increases or decreases (by percentage) the amount of cash that mines generate every day.
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;
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; 100% = normal JA2 profits.
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; 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.
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; This value goes all the way up to 65535%, but that's not recommended.
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;------------------------------------------------------------------------------------------------------------------------------
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MINE_INCOME_PERCENTAGE = 100
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;------------------------------------------------------------------------------------------------------------------------------
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; Increases the percentage that the merc salaries rise when they go one experience level up
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; (hardcoded salary maximum 30k per day or 500k per one or two weeks)
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; 0 = no raise
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; 25 = default setting
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; 100 = double salary every level up
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;------------------------------------------------------------------------------------------------------------------------------
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MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
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;------------------------------------------------------------------------------------------------------------------------------
|
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; Set the raw maximum value that a merc's salary can increase when they level up.
|
|
; Default values are high enough that they have no effect (vanilla behaviour).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
MERC_LEVEL_UP_MAXIMUM_SALARY_INCREASE_DAILY = 100000
|
|
MERC_LEVEL_UP_MAXIMUM_SALARY_INCREASE_WEEKLY = 100000
|
|
MERC_LEVEL_UP_MAXIMUM_SALARY_INCREASE_BIWEEKLY = 100000
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town.
|
|
; The maximum number of workers for each sector can be set in SectorNames.xml.
|
|
; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier
|
|
; is at a 100%.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
MINE_REQUIRES_WORKERS = FALSE
|
|
|
|
; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0.
|
|
WORKERRATE_PRESENT_INITIALLY = 0.25
|
|
|
|
; the cost of training a single worker
|
|
WORKER_TRAINING_COST = 30
|
|
|
|
; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait
|
|
WORKER_TRAINING_POINTS = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
|
|
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default setting for cheats.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CHEAT_MODE = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Allows to modify scroll speed in tactical view
|
|
; Range: 0.5 - 2.0, default is 1.0
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
SCROLL_SPEED_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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Loading screen stretch mode
|
|
; 0 = Stretch - Always stretch to fit the screen.
|
|
; 1 = Match height - Stretch the image so its height matches the screen height while maintaining the aspect ratio. (This will add black bars on the sides if the screen is wider, and it will crop the image if the screen is narrower.)
|
|
; 2 = Match height for widescreen - Maintain the aspect ratio for images wider than the screen; stretch in all other cases.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
LOADSCREEN_STRETCH_MODE = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
;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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Should the queen's army avoid recruiting Female soldiers?
|
|
; If set to TRUE, female enemies will only occur as Elites in the army.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
SMALL_SIZE_PB = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Hide progress bar when cursor is on the top row of the map
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
AUTO_HIDE_PB = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If set to TRUE, roof structures (e.g. sandbags) above explored rooms will be hidden at ground level view
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If set to TRUE, additional decals can be seen on some objects (cracked walls, blood spatters etc.).
|
|
; Also requires the 'Blood & Gore' option to be toggled ingame.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ADDITIONAL_DECALS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Immersion/flavour recolour of radar and overhead maps to simulate specific types of camera
|
|
; 0 = No shading (vanilla setting for most)
|
|
; 1 = Infrared
|
|
; 2 = Night Vision
|
|
; 3 = Dark (vanilla setting for radar map at night)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
RADAR_MAP_MODE_DAY = 0
|
|
RADAR_MAP_MODE_NIGHT = 3
|
|
OVERHEAD_MAP_MODE_DAY = 0
|
|
OVERHEAD_MAP_MODE_NIGHT = 0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Sound Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Change the volume and behavior of sounds in JA2 1.13.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Change to increase volume for weapon sounds
|
|
; Range: 0-1000%
|
|
; 0 = no change
|
|
; 1000 = 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These options control fire ambient sound and it's volume
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ENABLE_TA = FALSE
|
|
VOLUME_TA = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These options control sector steady ambients
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ENABLE_SSA = FALSE
|
|
VOLUME_SSA = 100
|
|
DEBUG_SSA = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; New weapon sound system
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
NWSS = FALSE
|
|
|
|
; Don't allow to start playing more than one sound of the same type at the same time
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
LIMIT_SIMULTANEOUS_SOUND = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### ####
|
|
; # # # # # # # # # # # # # # # ## # # #
|
|
; # #### # # # # #### # #### #### # # # # ## # ## ####
|
|
; # # # # # # # # # # # # # # # # # # # #
|
|
; # # # #### # ### #### # # #### #### #### # # ### # # #### ####
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show backpack owner's name on the ground and in taking items interface
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
SHOW_BACKPACK_OWNER = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
; Set this to false to keep item attachments.
|
|
; Unseparable attachments will not be removed.
|
|
SHIFT_F_REMOVE_ATTACHMENTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles.
|
|
; When FALSE, these hotkeys will only swap goggles for the currently selected squad.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
TIME_BOMB_WARNING = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Alternative aiming-levels for targets.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALT_AIMING_ENABLED = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Unnamed civils don't make much actions when you fire. For faster civils turns.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_LAZY_CIVILIANS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Neutral civilians can detect and avoid mines planted by player
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CIVILIANS_AVOID_PLAYER_MINES = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry()
|
|
; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ALLOW_EXTRA_CIVILIANS = FALSE
|
|
|
|
; Allow placing of new merchants
|
|
; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE
|
|
ALLOW_EXTRA_MERCHANTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ADD_SMOKE_AFTER_EXPLOSION = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Fire explosion creates light source
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ADD_LIGHT_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 <GasCan>, <Marbles> and <Alcohol> add special explosion effects)
|
|
; one of attachments must be rubber band or duct tape
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
|
|
; will detonate on next turn instead of instant explosion
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DELAYED_GRENADE_EXPLOSION = 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
|
|
; 5. out of ammo and gun's magsize < 5
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CHANCE_SAY_ANNOYING_PHRASE = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: 3
|
|
; Penalty (in %) on tile when you shot in head (for enemy and mercs).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOT_HEAD_PENALTY = 3
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH)
|
|
OUT_OF_SIGHT_OR_GUN_RANGE = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
|
|
; This saves AP if we decide to immediately continue moving to another location.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE
|
|
|
|
; if TRUE, changing items in the inventory costs AP
|
|
INVENTORY_MANIPULATION_COSTS_AP = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations.
|
|
; valid values from 1.0 to 100
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
INV_AP_WEIGHT_DIVISOR = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: TRUE
|
|
; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTO_COLLAPSE_INVENTORY_ON_TURN_END = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 <no change>, 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 = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 10
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This controls whether NPCs drop all their items when they are killed or the drop chances etc. come into play.
|
|
; 0 = Drop All is off and drop chances are used
|
|
; 1 = Drop All is on and everything is dropped
|
|
; 2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
DROP_ALL = 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Can NPCs in autoresolve (enemies, militia, bandits, creatures...) drop items like they would in tactical combat?
|
|
; The drops still follow set drop mechanics and probabilities.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
NPC_AUTORESOLVE_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
|
|
|
|
|
|
; These values control whether it is harder for mercs to increase their stats at 80+ and 90+. This makes mercs with high base stats
|
|
; more valuable because it is harder/slower for other mercs to grow to their levels.
|
|
; When MAX_GROWTH_CHANCE_AT_80 is set to 20 or higher, no reduction is applied. Lower values mean slower growth.
|
|
; When MAX_GROWTH_CHANCE_AT_90 is set to 10 or higher, no reduction is applied. Lower values mean slower growth.
|
|
; If you want to play with reduced growth, recommended values are:
|
|
; MAX_GROWTH_CHANCE_AT_80 = 5
|
|
; MAX_GROWTH_CHANCE_AT_90 = 1
|
|
MAX_GROWTH_CHANCE_AT_80 = 100
|
|
MAX_GROWTH_CHANCE_AT_90 = 100
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no
|
|
; one else will accidentally step on that mine.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = TRUE
|
|
|
|
; 0 = Militia will never become hostile to you, no matter what you do to them.
|
|
; 1 = Militia will only become hostile to you if you kill one of them.
|
|
; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
|
|
CAN_MILITIA_BECOME_HOSTILE = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
; 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
|
|
|
|
; If set to TRUE and mercs are ambushed, they won't start clustered in one location and looking in one direction.
|
|
; Instead they will be spread around the map central entry point, no more than AMBUSH_MERCS_SPREAD_RADIUS tiles away, and all looking outwards.
|
|
; If one of your team has high enough leadership and Squadleader trait, you will be able to deploy your mercs in that zone prior to entering the sector.
|
|
AMBUSH_MERCS_SPREAD = TRUE
|
|
|
|
AMBUSH_MERCS_SPREAD_RADIUS = 10
|
|
|
|
; If set to 1 and mercs are ambushed, enemies nearer than AMBUSH_MERCS_SPREAD_RADIUS to the map central entry point will instead be distributed more outward:
|
|
; They will be placed around that point, not closer than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 and not further away than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 tiles.
|
|
; These radii will be modified by your team's experience, scout trait and backgroun values.
|
|
; They will face the center entry point (and thus the mercs).
|
|
; If set to 2, all enemies will be placed that way, not just those nearer than AMBUSH_MERCS_SPREAD_RADIUS.
|
|
AMBUSH_ENEMY_ENCIRCLEMENT = 1
|
|
|
|
AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 = 25
|
|
AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If set to 0, nothing happens.
|
|
; If set to 1, vision is lowered while running.
|
|
; If set to 2, this only applies to the player team.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
LOWER_VISION_WHILE_RUNNING = 0
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 = 0
|
|
|
|
; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
|
|
; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
|
|
DYNAMIC_SOLDIER_TOOLTIPS = FALSE
|
|
|
|
; 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
|
|
; This requires SOLDIER_TOOLTIP_DETAIL_LEVEL = 4
|
|
|
|
; Location, Distance
|
|
SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE
|
|
; Behavior, Condition
|
|
SOLDIER_TOOLTIP_DISPLAY_ID = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_SHOCK = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE
|
|
; Armor, Headgear
|
|
SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE
|
|
; Weapons
|
|
SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE
|
|
; Inventory
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; ULTRA DYNAMIC TOOLTIPS
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Override the distance at which tooltips can be seen?
|
|
ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE
|
|
|
|
; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50)
|
|
DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75
|
|
|
|
; Change the amount of details received in the tooltip, based on your range to that enemy?
|
|
ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
|
|
|
|
; Debug tooltip showing additional AI information.
|
|
SOLDIER_TOOLTIP_DEBUG_AI = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Gameplay Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the rules of the game in TACTICAL mode.
|
|
; They affect all characters (friend and foe) equally!
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Play with New Chance to Hit System (NCTH)?
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
NCTH = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
; 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 = FALSE
|
|
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 rifle/rifle 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 = 2
|
|
|
|
; 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 spotter 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).
|
|
; THIS HAS BEEN MOVED TO Mod_Settings.ini! Please set it there!
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
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 = 1
|
|
MINIMUM_CTH_DIVISOR = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
NUM_BULLETS_PER_TRACER = 1
|
|
CTH_BUMP_PER_TRACER = 0
|
|
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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
|
|
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
; allows jumping through closed windows, smashing them while jumping
|
|
CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CAN_CLIMB_ON_WALLS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Use color name to show soldier's status
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
IMPROVED_TACTICAL_UI = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
INDIVIDUAL_CIVILIAN_NAMES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles.
|
|
; In the xml, one can specify name/bodytype/hair/skin/traits
|
|
; If selected, the game will select a newly created soldier's data from these profiles randomly
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
SOLDIER_PROFILES_ENEMY = FALSE
|
|
SOLDIER_PROFILES_MILITIA = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Settings related to enemy armed vehicles (tanks and jeeps).
|
|
; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG.
|
|
; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks.
|
|
;
|
|
; Unless there is a separate setting, tank-settings also govern jeeps.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If set to TRUE, vehicles can be driven around tactical maps.
|
|
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
|
|
|
|
; 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 = FALSE
|
|
|
|
; 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 = FALSE
|
|
|
|
; 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
|
|
|
|
ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38
|
|
|
|
; 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 be noticed as soon as any part of them 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, enemies 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall
|
|
; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation.
|
|
;
|
|
; Activating this makes the game easier.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
REDUCED_INSTANT_DEATH = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 <quest difficulty> times <the value set here>. 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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)
|
|
IMPROVED_INTERRUPT_SYSTEM = TRUE
|
|
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Is Madlab's Robot upgradeable? Requires new inventory system.
|
|
ROBOT_UPGRADEABLE = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
; 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 = 0
|
|
|
|
; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such
|
|
; NPCs are not required to be in CIV_TEAM anymore.
|
|
ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
|
|
|
|
; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
|
|
ACCESS_OTHER_MERC_INVENTORIES = FALSE
|
|
|
|
; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
|
|
; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
|
|
; TRUE: weightbased penalty, FALSE: no penalty
|
|
BACKPACKWEIGHT_LOWERS_AP = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enemy gun jams
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ENEMY_JAMS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Use new code for random number generation
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
NEW_RANDOM = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determine when the lost battle is considered defeat
|
|
; (which results in MORALE_HEARD_BATTLE_LOST and GLOBAL_LOYALTY_BATTLE_LOST penalties, also playing MUSIC_TACTICAL_DEATH and
|
|
; writing defeat record in the game log)
|
|
; 0: default, any lost battle is considered defeat
|
|
; 1: if enemy team was alerted
|
|
; 2: if at least one of retreating mercs is not covert
|
|
; 3: if at least one merc was killed in battle
|
|
; 4: if all mercs were killed in battle
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
DEFEAT_MODE = 0
|
|
|
|
[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)
|
|
; - whether an enemy has a key
|
|
; 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 lieutenant, 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
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Individual Militia Settings]
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Settings for individual militia
|
|
;
|
|
; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their
|
|
; - name
|
|
; - visuals
|
|
; - record of all battles they participated
|
|
; - kills and assists
|
|
; - health ratio
|
|
; - and a few other things
|
|
;
|
|
; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent
|
|
; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles).
|
|
;
|
|
; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; if TRUE this feature is on
|
|
INDIVIDUAL_MILITIA = FALSE
|
|
|
|
; For each kill, a militia gets 2 promotion points.
|
|
; For each assist, a militia gets 1 promotion point.
|
|
; Here we define how many promotion points a militia needs to be promoted.
|
|
; Values from 1 to 100.
|
|
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4
|
|
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 6
|
|
|
|
; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the
|
|
; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded.
|
|
; Militia can be healed via 'Doctor Militia' assignment if this is active.
|
|
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
|
|
INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE
|
|
|
|
; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0.
|
|
INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0
|
|
|
|
; Militia can be healed via 'Doctor Militia' assignment. This modifies how effective healing is. If set to 0.01, healing one percent of militia health
|
|
; costs as much as healing one merc HP.
|
|
; Values from 0.01 to 1.0
|
|
INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 decrease 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 = 80
|
|
|
|
; 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 automatically 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 = FALSE
|
|
|
|
; Static shadows decrease brightness
|
|
COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = FALSE
|
|
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These modifiers control suppression effectiveness against different teams. They work together with SUPPRESSION_EFFECTIVENESS,
|
|
; not instead
|
|
;
|
|
; 0 = JA2 Default: Suppression is DISABLED.
|
|
; 100 = Suppression is fully activated.
|
|
;
|
|
; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
|
|
;
|
|
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SUPPRESSION_EFFECTIVENESS_PLAYER = 0
|
|
SUPPRESSION_EFFECTIVENESS_AI = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 24
|
|
SUPPRESSION_TOLERANCE_MIN = 1
|
|
|
|
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
|
|
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE
|
|
|
|
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
|
|
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
|
|
|
|
; More balanced suppression tolerance calculation, also suppression reistance affects AP loss from suppression
|
|
NEW_SUPPRESSION_CODE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
; The maximum number of Shock points a character can have.
|
|
MAX_SUPPRESSION_SHOCK = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
|
|
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
|
|
|
|
; Minimum range to target for full CTH penalty
|
|
MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300
|
|
|
|
; 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_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 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 = 0
|
|
|
|
; Vision loss due to Suppression Shock.
|
|
; 0 = No vision loss.
|
|
; 2 = Vision range reduced proportionally to shock.
|
|
; 3 = Tunnel Vision increased proportionally to shock.
|
|
; 1 = Both options enabled.
|
|
SHOCK_REDUCES_SIGHTRANGE = 0
|
|
|
|
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
|
|
; the character considerably less resistance to further suppression fire, until the shock can clear away.
|
|
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings tell the AI which weapons can be used for suppression fire.
|
|
; 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 with every autofire capable weapon.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
; Suppression effectiveness for buckshot pellet, values from 0 to 100.
|
|
; Used both for NCTH and OCTH.
|
|
BUCKSHOT_SUPPRESSION_EFFECTIVENESS = 50
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 this)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enable/Disable weather appearing in the game.
|
|
ALLOW_RAIN = FALSE
|
|
|
|
; Possible number of weather events happening per day
|
|
RAIN_EVENTS_PER_DAY = 5
|
|
|
|
; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY.
|
|
RAIN_CHANCE_PER_DAY = 70
|
|
|
|
; Minimum/Maximum length of waether.
|
|
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
|
RAIN_MAX_LENGTH_IN_MINUTES = 240
|
|
|
|
; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type
|
|
; For slow CPUs decrease the MAX_RAIN_DROPS.
|
|
; This is the base setting for each weather
|
|
MAX_RAIN_DROPS = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Lightning settings
|
|
;
|
|
; (ALLOW_RAIN must be set to TRUE for this to work.)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enable/Disable lightning occuring during rain.
|
|
ALLOW_LIGHTNING = FALSE
|
|
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Sandstorm settings
|
|
;
|
|
; (For slow CPUs, you may want to disable this)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enable/Disable this weather appearing in the game.
|
|
ALLOW_SANDSTORM = FALSE
|
|
|
|
; Possible number of weather events happening per day
|
|
SANDSTORM_EVENTS_PER_DAY = 3
|
|
|
|
; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY.
|
|
SANDSTORM_CHANCE_PER_DAY = 70
|
|
|
|
; Minimum/Maximum length of weather.
|
|
SANDSTORM_MIN_LENGTH_IN_MINUTES = 120
|
|
SANDSTORM_MAX_LENGTH_IN_MINUTES = 240
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Snow settings
|
|
;
|
|
; (For slow CPUs, you may want to disable this)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enable/Disable this weather appearing in the game.
|
|
ALLOW_SNOW = FALSE
|
|
|
|
; Possible number of weather events happening per day
|
|
SNOW_EVENTS_PER_DAY = 1
|
|
|
|
; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY.
|
|
SNOW_CHANCE_PER_DAY = 70
|
|
|
|
; Minimum/Maximum length of weather.
|
|
SNOW_MIN_LENGTH_IN_MINUTES = 120
|
|
SNOW_MAX_LENGTH_IN_MINUTES = 360
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Various environment modifiers during weather
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10.
|
|
WEAPON_RELIABILITY_REDUCTION_RAIN = 0
|
|
WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1
|
|
WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4
|
|
WEAPON_RELIABILITY_REDUCTION_SNOW = 2
|
|
|
|
; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0.
|
|
BREATH_GAIN_REDUCTION_RAIN = 0.05
|
|
BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4
|
|
BREATH_GAIN_REDUCTION_SANDSTORM = 0.7
|
|
BREATH_GAIN_REDUCTION_SNOW = 0.2
|
|
|
|
; Sightrange reduction, range 0.0-1.0
|
|
; 0.0 = Weather doesn't decrease sightrange.
|
|
; 1.0 = Can't see anything at all.
|
|
VISUAL_DISTANCE_DECREASE_RAIN = 0.05
|
|
VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15
|
|
VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4
|
|
VISUAL_DISTANCE_DECREASE_SNOW = 0.3
|
|
|
|
; Hearing reduction, range 0.0-1.0
|
|
; 0.0 = No reduction
|
|
; 1.0 = Can't hear anything at all.
|
|
HEARING_REDUCTION_RAIN = 0.3
|
|
HEARING_REDUCTION_THUNDERSTORM = 0.8
|
|
HEARING_REDUCTION_SANDSTORM = 0.6
|
|
HEARING_REDUCTION_SNOW = 0.1
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Environment Hazard Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can enable various hazards to soldiers. These depend on the sector they are in.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Snake settings
|
|
;
|
|
; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water.
|
|
; The chance of snakes being active can be set via <snakechance> in SectorNames.xml. This chance is evaluated anew each turn.
|
|
; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_SNAKES = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 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
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Corpse Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify settings for corpses
|
|
;******************************************************************************************************************************
|
|
|
|
; How many minutes it takes until a corpse begins to rot. Default 1440 (1 day), valid values from 720 (1/2 day) to 10080 (7 days)
|
|
CORPSE_DELAY_UNTIL_ROTTING = 1440
|
|
|
|
; How many minutes it takes until a corpse vanishes. Default 4320 (3 days), valid values from 1440 (1 day) to 20160 (14 days)
|
|
CORPSE_DELAY_UNTIL_DONE_ROTTING = 4320
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
[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)
|
|
|
|
; set this to TRUE to play with food.
|
|
FOOD = FALSE
|
|
|
|
; 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
|
|
|
|
; 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. For example, 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, corpses pose a health risk.
|
|
; Once a corpse vanishes, it creates disease points in that sector. The more disease points, the higher the chance mercs catch any corpse-related illness.
|
|
; This can negatively affect the breath and health points of any NPC (enemy, militia or civilian) in that sector.
|
|
; If INDIVIDUAL_MILITIA and INDIVIDUAL_MILITIA_MANAGE_HEALTH are true, this negatively affects a militia's hourly regeneration.
|
|
; You can remove corpses via the Disease->Burial assignment to stop this from happening.
|
|
; You can remove disease points via the Disease->Treatment assignement, this works similar to the doctor assignment.
|
|
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 cost you money every day; in return you have access to a new map mode that shows you where in Arulco the arulcan plague has broken out.
|
|
; requires DISEASE and DISEASE_STRATEGIC to be TRUE
|
|
DISEASE_WHO_SUBSCRIPTIONCOST = 2000
|
|
|
|
; if a merc with disease #0 consumes food, the food becomes contaminated - anybody eating from it will get the disease
|
|
; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease
|
|
DISEASE_CONTAMINATES_ITEMS = TRUE
|
|
|
|
; Unlocks more severe effects on some diseases. The possibilities include:
|
|
; - getting additional permanent disabilities
|
|
; - only one hand can be used for the duration of the disease
|
|
; - damage to the legs precludes kicking, running, and drastically increases travel times
|
|
; See Disease.xml for more details.
|
|
DISEASE_SEVERE_LIMITATIONS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
[Dynamic Opinion Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify whether 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 = FALSE
|
|
|
|
; notify the player of opinion 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 whether mercs talk to each other.
|
|
;******************************************************************************************************************************
|
|
|
|
; If DYNAMIC_DIALOGUE 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 interjects, the player has a short time to select the kind of response he wants to give.
|
|
DYNAMIC_DIALOGUE = FALSE
|
|
|
|
; the dialogue boxes will stay on for x milliseconds
|
|
DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[PMC Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify whether you will have access to a private military contractor that allows hiring militia
|
|
;******************************************************************************************************************************
|
|
|
|
; if PMC is TRUE, you will get an email from a PMC once you've started training militia.
|
|
PMC = FALSE
|
|
|
|
; on the website you can hire regular and veteran militia (for a high price). These can enter Arulco in sectors with certain facilities,
|
|
; like airport, harbours and border posts
|
|
; The PMC will slowly replenish its ranks, here you can define how many militia it will have at max
|
|
PMC_MAX_REGULARS = 35
|
|
PMC_MAX_VETERANS = 20
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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
|
|
|
|
; can roofs collapse when they or their supporting walls are hit?
|
|
ROOF_COLLAPSE = FALSE
|
|
|
|
; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it
|
|
; This is quite useful when adding fortification or interactive action data
|
|
PRINTOUTTILESET = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
|
|
; # # # # # # # # # # # # # # # # ## # # #
|
|
; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
|
|
; # # # # # # # # # # # # # # # # # # # # # #
|
|
; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 = 0
|
|
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen.
|
|
; NOTE: These attacks will be huge. You have been warned.
|
|
; 0: no attacks
|
|
; 1: counterattacks on all cities possible
|
|
; 2: 1 + major offensives depending on game progress
|
|
AGGRESSIVE_STRATEGIC_AI = 0
|
|
|
|
; 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.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Reinforcement Settings
|
|
;
|
|
; 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.
|
|
;
|
|
; Reinforcements are enabled in TableData\DifficultySettings.xml.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; 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 = FALSE
|
|
|
|
; Minimum progress required for tanks to appear.
|
|
TANK_MINIMUM_PROGRESS = 60
|
|
|
|
; Minimum progress required for jeep to appear.
|
|
JEEP_MINIMUM_PROGRESS = 30
|
|
|
|
; Minimum progress required for enemy robots to appear.
|
|
ROBOT_MINIMUM_PROGRESS = 45
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Vehicle Inventory
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Do vehicles have their own inventory to carry equipment?
|
|
VEHICLE_INVENTORY = FALSE
|
|
|
|
; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
|
|
HUMVEE_OFFROAD = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Facilities can produce items.
|
|
; This requires defining production lines for each item in FacilityTypes.xml and some set up in SetFactoryLeftoverProgress(...)
|
|
; and GetFactoryLeftoverProgress(...) in scripts/strategicmap.lua.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
FACTORIES = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; 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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; advanced repair/dirt system
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
|
|
; This can also be done by mercs with the 'technician' trait, see Skills_Settings.ini
|
|
ADVANCED_REPAIR = FALSE
|
|
|
|
; the only items we can repair are guns and armour
|
|
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
|
|
|
|
; 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 = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; 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 = FALSE
|
|
|
|
; can you offer enemies a surrender option?
|
|
ENEMY_CAN_SURRENDER = FALSE
|
|
|
|
; 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 give us intel (see Intel Settings)
|
|
PRISONER_INTEL_CHANCE = 25
|
|
|
|
; chance that interrogated soldiers get you ransom money
|
|
PRISONER_RANSOM_CHANCE = 25
|
|
|
|
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
|
|
; 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
|
|
PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = FALSE
|
|
|
|
; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money.
|
|
WALDO_OFFERS_REPAIR_IN_STRATEGIC = FALSE
|
|
|
|
; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity.
|
|
WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = FALSE
|
|
|
|
; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense).
|
|
SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Helicopter Refuel
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel.
|
|
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE
|
|
|
|
; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded.
|
|
HELICOPTER_PASSENGERS_CAN_GET_HIT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Strategic Transport Groups
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If TRUE, transport groups travel between the capital and enemy towns. If you can track them down, they'll have good loot.
|
|
; Every transport group that completes its rounds provides the enemy with small bonuses (depending on your difficulty).
|
|
STRATEGIC_TRANSPORT_GROUPS_ENABLED = FALSE
|
|
|
|
; The maximum number of groups that can be present on the map at any given time is the lower between this number and
|
|
; the number of mines that the enemy owns
|
|
MAX_SIMULTANEOUS_STRATEGIC_TRANSPORT_GROUPS = 5
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 (Note: Feature is currently deactivated and does not do anything)
|
|
ENCYCLOPEDIA = FALSE
|
|
|
|
; 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 = FALSE
|
|
|
|
; Fast loading of WWW laptop sites?
|
|
FAST_WWW_SITES_LOADING = FALSE
|
|
|
|
; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
|
|
LAPTOP_MOUSE_CAPTURED = FALSE
|
|
|
|
; if true, campaign history site (Arulco Press Council) is accessible
|
|
CAMPAIGN_HISTORY = FALSE
|
|
|
|
; 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
|
|
|
|
; Show details in background tooltip
|
|
BACKGROUND_TOOLTIP_DETAILS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 = FALSE
|
|
|
|
; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment.
|
|
BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
; When enabled, tooltip for LBE items will show more details like MOLLE volume/pouches, compatible combat packs/backpacks etc
|
|
BOBBY_RAY_TOOLTIPS_SHOW_LBE_DETAILS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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.
|
|
; This setting also applies to consumable items (food, drugs, canteens, camo kits).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DYNAMIC_AMMO_WEIGHT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 100
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 3
|
|
|
|
; 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
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Additional Enemy AI Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the behavior of the queen's additional AI on the Strategy Map.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Arulco Special Division
|
|
;
|
|
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
|
|
; This should control if, how and when these new features are used by the AI.
|
|
;
|
|
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
|
|
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
|
|
; For example, part of the AI budget might come from mine income, which the player can take away.
|
|
;
|
|
; If possible, the AI should have to buy and maintain its assets.
|
|
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
|
|
; Ideally this gives the player another immersive way to do sth. in the game.
|
|
; For example, enemy helicopters have to be bought, fuelled and repaired.
|
|
; In order to stop enemy heli raids, the player could
|
|
; - shoot them down
|
|
; - steal enemy fuel deliveries
|
|
; - sabotage enemy helis in their airfield
|
|
;
|
|
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
|
|
; These assets then have to be ordered and can only be used once arrived.
|
|
; The AI also decides how to use these assets.
|
|
;
|
|
; This feature is not recommended for new players.
|
|
;
|
|
; For specific sector settings, see Mod_Settings.ini.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; TRUE: Arulco Special Division is active
|
|
ASD_ACTIVE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
|
|
; These are the base costs in $ for AI resources.
|
|
; It is planned that at some point, the player and the AI will be able to influence these.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; one unit of fuel, valid from 1 to 100
|
|
ASD_COST_FUEL = 10
|
|
|
|
; a helicopter, valid from 1 to 1000000
|
|
ASD_COST_HELI = 30000
|
|
|
|
; a jeep (armed with a MG), valid from 1 to 1000000
|
|
ASD_COST_JEEP = 20000
|
|
|
|
; a tank, valid from 1 to 1000000
|
|
ASD_COST_TANK = 50000
|
|
|
|
; a robot, valid from 1 to 1000000
|
|
ASD_COST_ROBOT = 25000
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Once bought, it takes time for resources to get to the country.
|
|
; These are the base times in minutes for the goods to arrive.
|
|
; It is planned that at some point, the player and the AI will be able to influence these.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; one unit of fuel, valid from 1 to 60 * 48
|
|
ASD_TIME_FUEL = 480
|
|
|
|
; a helicopter, valid from 1 to 60 * 48
|
|
ASD_TIME_HELI = 1200
|
|
|
|
; a jeep (armed with a MG), , valid from 1 to 60 * 48
|
|
ASD_TIME_JEEP = 720
|
|
|
|
; a tank, valid from 1 to 60 * 48
|
|
ASD_TIME_TANK = 1440
|
|
|
|
; a robot, valid from 1 to 60 * 48
|
|
ASD_TIME_ROBOT = 720
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determine whether ASD assigns tanks and jeeps to enemy patrols and groups
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ASD_ASSIGNS_TANKS = TRUE
|
|
ASD_ASSIGNS_JEEPS = TRUE
|
|
ASD_ASSIGNS_ROBOTS = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ASD_FUEL_REQUIRED_TANK = 100
|
|
ASD_FUEL_REQUIRED_JEEP = 20
|
|
ASD_FUEL_REQUIRED_ROBOT = 0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Enemy Helicopter Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress,
|
|
; it can purchase some for itself.
|
|
; Just like the player, it can then fly a small squad around on the map and deploy them.
|
|
; Helicopters have to be fuelled and repaired, which consumes AI resources.
|
|
;
|
|
; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
|
|
; done manually and happens automatically once a heli is known and in range.
|
|
; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
|
|
; (downed pilots are counted as officers with regards to Prisoner Interrogation).
|
|
;
|
|
; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
|
|
; are parking in their home base.
|
|
;
|
|
; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
|
|
; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
|
|
;
|
|
; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
|
|
;
|
|
; For specific sector settings, see Mod_Settings.ini.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; TRUE: Arulco Special Division can use helicopters
|
|
ENEMYHELI_ACTIVE = TRUE
|
|
|
|
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
|
|
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
|
|
|
|
; heli hitpoints, valid from 1 to 255
|
|
ENEMYHELI_HP = 100
|
|
|
|
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
|
|
ENEMYHELI_HP_REPAIRTIME = 6
|
|
|
|
; cost to repair 1 HP at the home base in $, valid from 10 to 1000
|
|
ENEMYHELI_HP_COST = 200
|
|
|
|
; heli maximum fuel, valid from 25 to 200
|
|
ENEMYHELI_FUEL = 50
|
|
|
|
; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999
|
|
ENEMYHELI_FUEL_REFUELTIME = 3
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Settings related to SAMs
|
|
; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
|
|
;
|
|
; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
|
|
; There are two kinds of anti-air-defense:
|
|
; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
|
|
; They require control of the sector. They can be rendered inactive by damaging their control computer.
|
|
; Damaged SAM sites can be repaired by the player in the strategic map.
|
|
; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
|
|
; CTH depends on quality of the staff and range to the target.
|
|
; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
|
|
; They can only be used on targets in the same or adjacent sectors.
|
|
; CTH depends on weapon status, range and the user's cth with launchers.
|
|
; The launchers have to be armed in the inventory, it is not required to have them in the hands.
|
|
;
|
|
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than
|
|
; SAM damage.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
|
|
; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
|
|
; Valid from 0 to 10.
|
|
ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
|
|
|
|
; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
|
|
ENEMYHELI_SAM_DAMAGE_BASE = 25
|
|
|
|
; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
|
|
ENEMYHELI_SAM_DAMAGE_VAR = 30
|
|
|
|
; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
|
|
ENEMYHELI_MANPADS_DAMAGE_BASE = 40
|
|
|
|
; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
|
|
ENEMYHELI_MANPADS_DAMAGE_VAR = 80
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Raid Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control whether randomized raids occur in player-controlled sectors
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If the player doesn't defend his city sectors/SAM sites enough, opportunistic forces can attack them at night.
|
|
; These attacks occur if these sectors have only very few mercenaries or militia present.
|
|
; Raids can be done by
|
|
; - bloodcats
|
|
; - zombies (requires zombie feature to be active)
|
|
; - bandits
|
|
; These forces will attack anyone in a sector and can also fight in autoresolve. If your forces are defeated, this will result
|
|
; in a severe morale loss.
|
|
;
|
|
; Whether a raid can happen in a sector at all is set in TableData\Maps\SectorNames.xml with the
|
|
; <bloodcatraidpossible>/<zombieraidpossible>/<banditraidpossible>-tags.
|
|
;
|
|
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; set to TRUE to enable raids
|
|
RAID_BLOODCATS = FALSE
|
|
RAID_ZOMBIES = FALSE
|
|
RAID_BANDITS = FALSE
|
|
|
|
; base value determining how fast the forces are replenished daily. Higher means more forces.
|
|
; Values from 1 to 100, default 3.
|
|
RAID_REPLENISH_BASEVALUE = 3
|
|
|
|
; how many troops are allowed in a raid at maximum?
|
|
; If the size of a bloodcat or bandit raid is lower than the defensive force' size, they will not attack.
|
|
; Zombies have no such inclination and will attack regardless.
|
|
RAID_MAXSIZE_BLOODCATS = 8
|
|
RAID_MAXSIZE_ZOMBIES = 12
|
|
RAID_MAXSIZE_BANDITS = 6
|
|
|
|
; How many attacks can happen potentially in a single night? Note that if player forces are strong enough, no attack will occur.
|
|
RAID_MAXATTACKSPERNIGHT_BLOODCATS = 3
|
|
RAID_MAXATTACKSPERNIGHT_ZOMBIES = 3
|
|
RAID_MAXATTACKSPERNIGHT_BANDITS = 3
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 = 0
|
|
|
|
; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE).
|
|
LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
|
|
|
|
; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
|
|
REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
|
|
|
|
; 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
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Militia Volunteer Pool Settings]
|
|
|
|
; If MILITIA_VOLUNTEER_POOL is TRUE, we have a limited volunteer pool. If we train militia, the pool is lowered, if we run out
|
|
; of volunteers we cannot train militia any more.
|
|
; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next
|
|
; to a town's name in the strategic map). population times loyalty equals loyal population.
|
|
; We can also gain volunteers by interrogating prisoners or as a result of quests.
|
|
|
|
; toggles this feature on and off
|
|
MILITIA_VOLUNTEER_POOL = FALSE
|
|
|
|
; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly.
|
|
MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
|
|
|
|
; Global loyal population size is increased by this factor for every farm sector we control.
|
|
; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously.
|
|
MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05
|
|
|
|
; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY)
|
|
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Militia Strategic Movement Settings]
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia just like for merc groups or the heli.
|
|
; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE
|
|
|
|
; if TRUE, this feature requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator
|
|
; in an adjacent sector.
|
|
MILITIA_STRATEGIC_COMMAND_REQUIRES_MERC = 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 = 0
|
|
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
|
|
|
; Flat bonus to Militiamen Action Points.
|
|
GREEN_MILITIA_APS_BONUS = 0
|
|
REGULAR_MILITIA_APS_BONUS = 0
|
|
VETERAN_MILITIA_APS_BONUS = 0
|
|
|
|
; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
|
|
GREEN_MILITIA_CTH_BONUS_PERCENT = 0
|
|
REGULAR_MILITIA_CTH_BONUS_PERCENT = 0
|
|
VETERAN_MILITIA_CTH_BONUS_PERCENT = 0
|
|
|
|
; Normal and energy damage is reduced by this many percents.
|
|
GREEN_MILITIA_DAMAGE_RESISTANCE = 0
|
|
REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
|
|
VETERAN_MILITIA_DAMAGE_RESISTANCE = 0
|
|
|
|
; Determines bonus to assigned weapon and gear quality (coolness).
|
|
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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 whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced
|
|
MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = 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
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Militia Resource Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control whether we require resources to train and upgrade militia
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this feature is used, the player can convert items to get 3 resources:
|
|
; Guns: obtained from weapons, ammo
|
|
; Armour: obtained from helmets, vests, pants, LBE and face items
|
|
; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs
|
|
;
|
|
; Whenever we train or promote militia, we spend these resources:
|
|
; - A green militia requires 1 Gun.
|
|
; - A promotion from green to regular militia requires 1 Gun + 1 Armour.
|
|
; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc..
|
|
;
|
|
; If we don't have enough resources, the training/promotion won't happen.
|
|
;
|
|
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
|
|
;
|
|
; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how
|
|
; SELL_ITEMS_WITH_ALT_LMB works.
|
|
; Resources will be shown in the strategic map while the Militia view is active.
|
|
;
|
|
; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress.
|
|
;
|
|
; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
MILITIA_REQUIRE_RESOURCES = FALSE
|
|
|
|
; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far.
|
|
; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far
|
|
; values between 1.0 and 100.0, 10.0 recommended default
|
|
MILITIA_RESOURCES_PROGRESSFACTOR = 10.0
|
|
|
|
; class specific modifiers, values between 0.0 and 1.0
|
|
|
|
; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01
|
|
|
|
; the gun modifier covers all guns and launchers
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03
|
|
|
|
; Different attachments have multiple modifiers. They also attribute to different resources
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1
|
|
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2
|
|
|
|
; guns are further modified by a weapon class specific modifier
|
|
MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6
|
|
MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7
|
|
MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8
|
|
MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9
|
|
MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0
|
|
MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0
|
|
MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0
|
|
MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Intel Settings]
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
|
|
; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconnaissance roleplay.
|
|
;
|
|
; Intel can be gained in several ways:
|
|
; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
|
|
; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!)
|
|
; - interrogating prisoners can give us intel, the amount depends on prisoner type
|
|
; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs
|
|
; attempting to do so have the covert trait.
|
|
; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them
|
|
; on the R.I.S. website. After a few hours of verification, you will receive a intel reward.
|
|
; - Recruiting some NPCs gives you tiny bits of intel.
|
|
;
|
|
; You can spend intel in several ways:
|
|
; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
|
|
; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
|
|
; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
|
|
; - Disguised spies can use it to boost their chances of creating turncoats out of enemies, see the 'Covert Ops' section of Skills_Settings.ini.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
RESOURCE_INTEL = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[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
|
|
|
|
; if we order a merc to sleep in strategic view, notify us if this isn't possible
|
|
NOTIFY_IF_SLEEP_FAILS = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 1
|
|
|
|
; 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 = 0
|
|
SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
; If retreating mercs are bleeding, their squad can bandage them while on the move
|
|
ALLOW_BANDAGING_DURING_TRAVEL = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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 (slowing down repair), or vice versa
|
|
REPAIR_RATE_DIVISOR = 2500
|
|
|
|
; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
|
|
CLEANING_RATE_DIVISOR = 500
|
|
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Administration
|
|
;
|
|
; This assignment has a merc performing various administrative tasks that boost the productivity of other mercs in the same
|
|
; town or sector. This affects doctoring, repairing, training, interrogation, fortification, burial, item movement etc..
|
|
; The boost is divided over all applicable mercs by the same amount.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; How much administration points are required to boost another merc's productivity by 1%? The higher the less effective this
|
|
; assignment becomes.
|
|
ADMINISTRATION_POINTS_PER_PERCENT = 20.0
|
|
|
|
; What is the maximum boost one can receive this way?
|
|
ADMINISTRATION_MAX_PERCENTAGE = 15
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Exploration
|
|
;
|
|
; This assignment has a merc exploring the sector for items the player does not yet know about. Once done, the approximate location
|
|
; of these items is marked on the full sector map.
|
|
; This does not reveal the items, reveal rooms, or take care of traps - it is a merely a help for the player on where they should
|
|
; go looking.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Modifies how fast a merc explores. Higher means faster. Values in [0.01; 10.0], default 2.0.
|
|
EXPLORATION_POINTS_MODIFIER = 2.0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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. Do not accelerate visible soldiers
|
|
; Note: Even for invisible soldiers, only movement is accelerated
|
|
; most of specific actions like shooting and tossing grenades are performed at normal speed
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
IMPROVED_AUTO_FAST_FORWARD = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; 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
|
|
|
|
[Tactical AI Settings]
|
|
; Allow enemy soldiers to retreat from battle
|
|
AI_TACTICAL_RETREAT = FALSE
|
|
|
|
; allow AI to shoot more often for suppression (when using OCTH) by faking minimum CTH = 1 for autofire capable weapons
|
|
AI_EXTRA_SUPPRESSION = TRUE
|
|
|
|
; AI morale with some additional tweaks
|
|
AI_NEW_MORALE = TRUE
|
|
|
|
; AI will try to avoid enemy sight, fresh corpses and overcrowded locations
|
|
AI_BETTER_COVER = TRUE
|
|
|
|
; disabled by default as it can be time consuming when playing covert
|
|
; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations
|
|
AI_YELLOW_FLANKING = FALSE
|
|
|
|
; AI movement mode tweaks
|
|
AI_MOVEMENT_MODE = TRUE
|
|
|
|
; Experimental path tweaks for AI: avoid gas, deep water, light at night
|
|
AI_PATH_TWEAKS = TRUE
|
|
|
|
; Allow AI soldiers to shoot at recently seen/heard enemies (targets that nobody from his team sees currently)
|
|
AI_SHOOT_UNSEEN = FALSE
|
|
|
|
; Additional check to avoid hitting friends when using suppression fire
|
|
AI_SAFE_SUPPRESSION = TRUE
|
|
|
|
[Mini Events Settings]
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Mini Events are random events that can occur during the campaign. They appear in the strategic view as a popup with
|
|
; two possible actions, which can have positive and/or negative effects. See MiniEvents.lua for spoilers/more information.
|
|
; Note that the min/max hours between events values below can be ignored by events that chain into each other. For example,
|
|
; an event can trigger a follow-up event in 12 hours.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
MINI_EVENTS_ENABLED = FALSE
|
|
MINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS = 120
|
|
MINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS = 240
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Rebel Command Settings]
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Rebel Command is a feature that allows you to control how the rebels operate at a strategic level. Rebel Command can be
|
|
; accessed through the laptop (A.R.C. bookmark) after completing the rebel's food delivery quest.
|
|
; Use Directives to guide the rebels at a national level and take Administrative Actions that affect regions/towns.
|
|
; Set this value to TRUE to enable Rebel Command.
|
|
; It is recommended to start a new campaign before enabling this option unless you're up for a challenge.
|
|
; See RebelCommand.ini for more settings.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
REBEL_COMMAND_ENABLED = FALSE
|