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git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1530 4f8fa57e-7814-0410-bad4-adc449f26b7c
6489 lines
857 KiB
XML
6489 lines
857 KiB
XML
<?xml version="1.0" encoding="utf-16"?>
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<Settings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
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<Description_ENG>This is the file "ja2_options.ini" which is the general settings file for the current selected "Data" folder.</Description_ENG>
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<Description_GER>Dies hier ist die Datei "Ja2_Options.ini", welche die standard Einstellungsdatei für den aktuell gewählten "Data" Ordner ist.</Description_GER>
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<Description_RUS>Это файл "ja2_options.ini", который содержит все основные настройки для выбранной папки "Data"</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这里用来调整在“Data”文件夹里的“Ja2_Options.ini”文件,对游戏进行综合设定。</Description_CHI>
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<Sections>
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<Section name="System Limit Settings">
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<Description_ENG>
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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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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这些设定控制一些程序限制。在开始一个新的游戏后最好不要修改这些选项。</Description_CHI>
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<Properties>
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<Property name="MAX_NUMBER_PLAYER_MERCS" datatype="numeric" minvalue="16" maxvalue="32" defaultvalue="0" interval="1">
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<Description_ENG>
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This is the max number of mercs you can recruit.
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Player mercs, valid values 16 through 32, default is 24.
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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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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>
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玩家可以雇佣的最大佣兵数量,支持16到32之间的值,默认24。
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请注意:改变这些设置可能导致之前的存档不可用。要继续之前的存档,把设置改回原值即可。
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</Description_CHI>
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</Property>
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<Property name="MAX_NUMBER_PLAYER_VEHICLES" datatype="numeric" minvalue="2" maxvalue="6" defaultvalue="0" interval="1">
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<Description_ENG>
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This is the max number of vehicles you can recruit.
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Player vehicles, valid values 2 through 6, default is 2.
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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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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>
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玩家最多可以拥有的车辆数。支持2到6之间的值,默认2。
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请注意:改变这些设置可能导致之前的存档不可用。要继续之前的存档,把设置改回原值即可。
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</Description_CHI>
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</Property>
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<Property name="MAX_NUMBER_ENEMIES_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="64" defaultvalue="0" interval="1">
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<Description_ENG>
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Use this to adjust the numbers of enemies that can appear in the same sector in TACTICAL mode.
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Enemies (i.e., soldiers), valid values 16 through 64, default is 32.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个值控制在一个战术地图内可同时出现的最大敌人数量。支持16到64之间的值,默认32。</Description_CHI>
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</Property>
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<Property name="MAX_NUMBER_CREATURES_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="40" defaultvalue="0" interval="1">
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<Description_ENG>
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Use this to adjust the numbers of creatures that can appear in the same sector in TACTICAL mode.
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Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个值控制在一个战术地图内可同时出现的最大非人生物数量。支持16到40之间的值,默认为32。</Description_CHI>
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</Property>
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<Property name="MAX_NUMBER_MILITIA_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="64" defaultvalue="0" interval="1">
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<Description_ENG>
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Use this to adjust the numbers of militia that can appear in the same sector in TACTICAL mode.
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Militia, valid values 16 through 64, default is 32.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS>Устанавливает максимальное количество ментов на одной локации. Варьируется от 16 до 64, по умолчани = 32</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个值控制在一个战术地图内可同时出现的民兵数量。支持16到64之间的值,默认为32。</Description_CHI>
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</Property>
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<Property name="MAX_NUMBER_CIVS_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="40" defaultvalue="0" interval="1">
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<Description_ENG>
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Use this to adjust the numbers of civilians that can appear in the same sector in TACTICAL mode.
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Civilians, valid values 16 through 40, default is 32.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个值控制在一个战术地图可同时出现的平民数量。支持16到40之间的值,默认为32。</Description_CHI>
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</Property>
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<Property name="MAX_STRATEGIC_ENEMY_GROUP_SIZE" datatype="numeric" minvalue="20" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>
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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 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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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>
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注意不要将***MAX_STRATEGIC_ENEMY_GROUP_SIZE***值设置低于20。
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这个用来调整在战略界面上行动的单个敌人团队的人数。
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请注意如果允许跨地图支援(ALLOW_REINFORCEMENTS=TRUE),几个这样的团可以集结在一起攻击。然而,战斗后他们会很快分散开来,以保证单个团队人数不会过多。
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</Description_CHI>
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</Property>
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<Property name="MAX_ITEM_SIZE" datatype="numeric" minvalue="0" maxvalue="65000" defaultvalue="0" interval="50">
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<Description_ENG>
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This is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon size to change the weapon size to a huge number, since 0-1 = 255.
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If any item with a size between 0 and MAX_WEAPON_SIZE s adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set.
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Values 0-65000, default is 34.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI></Description_CHI>
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</Property>
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<Property name="MAX_WEAPON_SIZE" datatype="numeric" minvalue="0" maxvalue="32000" defaultvalue="0" interval="1">
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<Description_ENG>
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This is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE regardless of attachments.
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Values 0-32000, default is 9.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI></Description_CHI>
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</Property>
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<Property name="OLD_INVENTORY_ITEM_NUMBER" datatype="numeric" minvalue="0" maxvalue="65535" defaultvalue="0" interval="50">
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<Description_ENG>
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This is used for items that will not appear in NIV.
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Values 0-65535, default is 99.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI></Description_CHI>
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</Property>
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</Properties>
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</Section>
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<Section name="Data File Settings">
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<Description_ENG>In this section you can tell the program which Data Files to read. Mostly you can tell the program whether to use internal (hard-coded) settings, or external (XML) settings.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个部分控制程序选择读取哪个 Data 文件。一般你可以让程序选择内置(hard-codad)设定,或者扩展(xml)设定。</Description_CHI>
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<Properties>
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<Property name="USE_DIFFICULTY_BASED_PROF_DAT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
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<Description_ENG>
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Difficulty-based PROF.DAT
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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 level of your current game. This allows using different character profiles depending on difficulty level.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>
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按照难度选择使用不同的 PROF.DAT 。
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选择 False,游戏将单独用“PROF.DAT”
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选择 True,游戏将根据不同的难度选择对应的“PROF.DAT”
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</Description_CHI>
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</Property>
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<Property name="READ_PROFILE_DATA_FROM_XML" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
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<Description_ENG>
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PROFEX (profile externalization)
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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 called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
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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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!!! Attention !!! If you want to play with the new trait system you have to set this to TRUE.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个选项控制通过读取XML文件还是 PROF.DAT 中的佣兵信息。这两个XML文件是“MercProfiles.XML”和“MercOptions.XML”。</Description_CHI>
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</Property>
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<Property name="WRITE_PROFILE_DATA_TO_XML" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
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<Description_ENG>
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PROFEX (profile externalization)
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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 called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
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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 is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.
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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个选项允许对控制佣兵信息的XML文件进行读写。</Description_CHI>
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</Property>
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<Property name="USE_EXTERNALIZED_ENEMY_ITEM_DROPS" datatype="numeric" minvalue="0" maxvalue="1" defaultvalue="0" interval="1">
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<Description_ENG>
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0 = Use default drop item system for enemies (and possibly also militia).
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1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
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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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</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>是否使用控制敌人掉落的XML。注意,如果在游戏开始的选项中勾选“掉落所有物品”,则没有效果。</Description_CHI>
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</Property>
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</Properties>
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</Section>
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<Section name="Recruitment Settings">
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<Description_ENG>In this section you can control various options regarding the recruitment of A.I.M, M.E.R.C, I.M.P and RPC mercenaries.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>这个部分你可以控制有关雇佣 A.I.M. 、M.E.R.C. 和RPC佣兵的选项。</Description_CHI>
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<Properties>
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<Property name="MAX_IMP_CHARACTERS" datatype="numeric" minvalue="0" maxvalue="6" defaultvalue="0" interval="1">
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<Description_ENG>The maximum number of I.M.P. characters, the player can have simultaneously (Range: 0 - 6).</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>可拥有的I.M.P.角色上限(0-6之间)。</Description_CHI>
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</Property>
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<Property name="IMP_MALE_CHARACTER_COUNT" datatype="numeric" minvalue="0" maxvalue="6" defaultvalue="0" interval="1">
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<Description_ENG>The maximum male I.M.P characers that are available. The total number is still limited by MAX_IMP_CHARACTERS.</Description_ENG>
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<Description_GER>Die maximale Zahl an männlichen B.S.E. Charakteren, die erstellt werden können. Total wird ihre Anzahl dennoch durch MAX_IMP_CHARACTERS begrenzt.</Description_GER>
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<Description_RUS>Максимальное количество мужских персонажей, создаваемых через I.M.P. Общее число ограничивается параметром MAX_IMP_CHARACTERS</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>男性I.M.P. 角色数量上限。这个数量受到 MAX_IMP_CHARACTERS 限制。</Description_CHI>
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</Property>
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<Property name="IMP_FEMALE_CHARACTER_COUNT" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
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<Description_ENG>The maximum female I.M.P characers that are available. The total number is still limited by MAX_IMP_CHARACTERS.</Description_ENG>
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<Description_GER>Die maximale Zahl an weiblichen B.S.E. Charakteren, die erstellt werden können. Total wird ihre Anzahl dennoch durch MAX_IMP_CHARACTERS begrenzt.</Description_GER>
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<Description_RUS>Максимальное количество женских персонажей, создаваемых через I.M.P. Общее число ограничивается параметром MAX_IMP_CHARACTERS</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>女性I.M.P. 角色数量上限。这个数量受到 MAX_IMP_CHARACTERS 限制</Description_CHI>
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</Property>
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<Property name="IMP_MALE_1" datatype="numeric" minvalue="51" maxvalue="51" defaultvalue="0" interval="1">
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<Description_ENG>The first male I.M.P character in the file "prof.dat".</Description_ENG>
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<Description_GER>Der erste männliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Первый мужской персонаж в файле "prof.dat"</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>“prof.dat”文件中第一个男性 I.M.P. 角色。</Description_CHI>
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</Property>
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<Property name="IMP_MALE_2" datatype="numeric" minvalue="52" maxvalue="52" defaultvalue="0" interval="1">
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<Description_ENG>The second male I.M.P character in the file "prof.dat".</Description_ENG>
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<Description_GER>Der zweite männliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Второй мужской персонаж в файле "prof.dat"</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>“prof.dat”文件中第二个男性 I.M.P. 角色。</Description_CHI>
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</Property>
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<Property name="IMP_MALE_3" datatype="numeric" minvalue="53" maxvalue="53" defaultvalue="0" interval="1">
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<Description_ENG>The third male I.M.P character in the file "prof.dat"</Description_ENG>
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<Description_GER>Der dritte männliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Третий мужской персонаж в файле "prof.dat"</Description_RUS>
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<Description_POL></Description_POL>
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<Description_CHI>“prof.dat”文件中第三个男性 I.M.P. 角色。</Description_CHI>
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</Property>
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||
<Property name="IMP_MALE_4" datatype="numeric" minvalue="169" maxvalue="169" defaultvalue="0" interval="1">
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<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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||
<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
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||
<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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||
<Description_POL></Description_POL>
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||
<Description_CHI>“prof.dat”文件中额外第四个男性 I.M.P. 角色,但是没有完整的声音可用。</Description_CHI>
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||
</Property>
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||
<Property name="IMP_MALE_5" datatype="numeric" minvalue="65" maxvalue="65" defaultvalue="0" interval="1">
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||
<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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||
<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, hjedoch ist die Sprachausgabe beschränkt.</Description_GER>
|
||
<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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||
<Description_POL></Description_POL>
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||
<Description_CHI>“prof.dat”文件中额外第五个男性 I.M.P. 角色,但是没有完整的声音可用。</Description_CHI>
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||
</Property>
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||
<Property name="IMP_MALE_6" datatype="numeric" minvalue="71" maxvalue="71" defaultvalue="0" interval="1">
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||
<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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||
<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
|
||
<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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||
<Description_POL></Description_POL>
|
||
<Description_CHI>“prof.dat”文件中额外第六个男性 I.M.P. 角色,但是没有完整的声音可用。</Description_CHI>
|
||
</Property>
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||
<Property name="IMP_MALE_7" datatype="numeric" minvalue="163" maxvalue="163" defaultvalue="0" interval="1">
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||
<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
|
||
<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
|
||
<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>“prof.dat”文件中额外第七个男性 I.M.P. 角色,但是没有完整的声音可用。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_MALE_8" datatype="numeric" minvalue="164" maxvalue="164" defaultvalue="0" interval="1">
|
||
<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
|
||
<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
|
||
<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>“prof.dat”文件中额外第八个男性 I.M.P. 角色,但是没有完整的声音可用。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_FEMALE_1" datatype="numeric" minvalue="54" maxvalue="54" defaultvalue="0" interval="1">
|
||
<Description_ENG>The first female I.M.P charcter in the file "prof.dat".</Description_ENG>
|
||
<Description_GER>Der erste weibliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
|
||
<Description_RUS>Первый женский персонаж в файле "prof.dat"</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>“prof.dat”文件中第一个女性 I.M.P. 角色。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_FEMALE_2" datatype="numeric" minvalue="55" maxvalue="55" defaultvalue="0" interval="1">
|
||
<Description_ENG>The second female I.M.P charcter in the file "prof.dat".</Description_ENG>
|
||
<Description_GER>Der zweite weibliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
|
||
<Description_RUS>Второй женский персонаж в файле "prof.dat"</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>“prof.dat”文件中第二个女性 I.M.P. 角色。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_FEMALE_3" datatype="numeric" minvalue="56" maxvalue="56" defaultvalue="0" interval="1">
|
||
<Description_ENG>The third female I.M.P charcter in the file "prof.dat".</Description_ENG>
|
||
<Description_GER>Der dritte weibliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
|
||
<Description_RUS> Третий женский персонаж в файле "prof.dat" </Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>“prof.dat”文件中第三个女性 I.M.P. 角色。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_PROFILE_COST" datatype="numeric" minvalue="0" maxvalue="50000" defaultvalue="3000" interval="50">
|
||
<Description_ENG>This is the cost for creating an IMP character.</Description_ENG>
|
||
<Description_GER>Dies ist der Preis für die Erstellung eines IMP Charakters.</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>建立一个 I.M.P. 角色的花费。</Description_CHI>
|
||
</Property>
|
||
<Property name="DYNAMIC_IMP_PROFILE_COST" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
|
||
(i.e. the price of the second IMP character is doubled, of third character tripled etc.)
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Wenn diese Option eingeschaltet ist, dann werden die Kosten für einen IMP Charakter mit der Anzahl generierter IMPs multipliziert. Der zweite kostet also doppelt soviel wie der erste.
|
||
Der dritte kostet dreimal soviel usw.
|
||
</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果设置为True,建立每个 I.M.P. 的花费将变化。第二个2倍,第三个3倍价格等。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_INITIAL_POINTS" datatype="numeric" minvalue="1" maxvalue="5000" defaultvalue="500" interval="1">
|
||
<Description_ENG>
|
||
This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
|
||
you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
|
||
5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Das ist die Gesamtmenge an Punkten, die man für einen IMP Charakter vergeben kann. Standardwert bei JA2 ist 500.
|
||
Im Spiel wird dieser Wert noch nach folgender Formel reduziert:
|
||
5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute
|
||
</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是建立I.M.P.角色时可分配属性点数的总量。这个值可将决定你能建立多牛B的角色。默认(Vanilla)值为500。注意,在游戏中,这个值将减少为 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_INITIAL_ATTRIBUTES" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the initial value all of I.M.P stats at the beginning of the IMP creation process.</Description_ENG>
|
||
<Description_GER>Dies ist der Wert, auf den alle Eigenschaften zu Beginn der Charaktererstellung gesetzt werden.</Description_GER>
|
||
<Description_RUS>Стартовое значение всех ваших параметров и скилов</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是建立I.M.P.角色时的所有属性的起始值。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_INITIAL_POINTS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the amount of extra points you start out with when all of your stats and skills are set to START_ATTRIBUTE.</Description_ENG>
|
||
<Description_GER>Dies ist die Menge an zusätzlichen Eigenschaftspunkten, mit der Sie starten, wenn alle Eigenschaften auf den Wert START_ATTRIBUTE gesetzt werden.</Description_GER>
|
||
<Description_RUS>Количество дополнительных статпоинтов, с которыми вы начинаете, когда ваши параметры и скилы выставлены в параметре START_ATTRIBUTE</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是当你设置所有状态和技能为 START_ATTRIBUTE 时的所有额外点数。(不太明白和另一个IMP_INITIAL_POINTS有啥差)</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_MIN_ATTRIBUTE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the lowest skill value you can have before it drops straight to 0.</Description_ENG>
|
||
<Description_GER>Dies ist der Minimalwert, zu dem eine Eigenschaft gesenkt werden darf, bevor sie auf 0 gesetzt wird.</Description_GER>
|
||
<Description_RUS> Это минимальное значение параметра, которое вы можете иметь, выставлено в 0 </Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>把某个属性降到0之前的最低数值。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the amount of points that you receive when you a skill drops from IMP_MIN_ATTRIBUTE to 0.</Description_ENG>
|
||
<Description_GER>Dies ist die Menge an Eigenschaftspunkten, die Sie erhalten, wenn Sie eine Eigenschaft vom IMP_MIN_ATTRIBUTE auf 0 senken.</Description_GER>
|
||
<Description_RUS>Количество статпоинтов, которые вы получаете, устанавливая параметр или скил со значения IMP_MIN_ATTRIBUTE в 0 </Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>当你把某个属性从最低降到0时可返还的属性点。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_MAX_ATTRIBUTE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the highest skill value you can get, for any skill, during IMP creation.</Description_ENG>
|
||
<Description_GER>Dies ist der Maximalwert, auf den eine Eigenschaft erhöht werden darf.</Description_GER>
|
||
<Description_RUS> Это максимальное значение параметра, которое вы можете иметь</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是建立I.M.PM角色时属性值的上限。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_STARTING_LEVEL_COST_MULTIPLIER" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This value determines how many points you need to pay in order to increase your starting EXP Level during IMP creation.
|
||
It works as a multiplier for the EXP level you're trying to reach. The caluculation is:
|
||
EXP Level you want to reach * IMP_STARTING_LEVEL_COST_MULTIPLIER = points to pay.
|
||
You must pay separately for each increase!
|
||
(So if the value is 5: 1st to 2nd level costs 10 points, 2nd to 3rd level costs another 15 points, etc.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>建立角色时,每提高1级需要多少点。它的计算方法是 所达到的级数 * IMP_STARTING_LEVEL_COST_MULTIPLIER = 需要的点数。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_BONUS_POINTS_FOR_DISABILITY" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="20" interval="1">
|
||
<Description_ENG>This value is how many points you get if you choose any disability for your IMP character (e.g. nonswimmer, claustrophobic). </Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Количество статпоинтов, получаемых вами за выбор любого из недостатков (неумения плавать, клаустрофобии етс.)</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>I.M.P.的缺陷(比如怕水、怕虫、怕热等)可以提供多少自由分配的点数。</Description_CHI>
|
||
</Property>
|
||
<Property name="IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="25" interval="1">
|
||
<Description_ENG>You get this many bonus attribute points for every skill trait not taken at IMP creation time (e.g. TEACHER, KNIFING).</Description_ENG>
|
||
<Description_GER>Diese Option definiert die Anzahl Bonuspunkte, welche Du für jeden nicht genommenen Fertigkeitenplatz bekommst, wenn Du einen IMP Charakter erstellst.</Description_GER>
|
||
<Description_RUS>Количество бонусных статпоинтов, получаемых вами в случае отказа от выбора умений при создании персонажа в I.M.P.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>少选取一个特技能给佣兵提供多少属性点。</Description_CHI>
|
||
</Property>
|
||
<Property name="EXPERTS_GET_DIFFERENT_CHOICES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
|
||
There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>选“True”,I.M.P.角色的专家技能和非专家技能将有不同起始的物品。在文件“TableData\IMPItemChoices.xml”中对额外天赋、技能都有配置。</Description_CHI>
|
||
</Property>
|
||
<Property name="MERC_WEBSITE_IMMEDIATELY_AVAILABLE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Should the MERC website be available immediately at game-start? </Description_ENG>
|
||
<Description_GER>Sollen M.E.R.C. Charaktere vom ersten Tag an verfügbar sein?</Description_GER>
|
||
<Description_RUS>Доступность наемников из MERC с начала игры</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在游戏一开始的时候就开启MERC佣兵网站么?</Description_CHI>
|
||
</Property>
|
||
<Property name="MERC_WEBSITE_ALL_MERCS_AVAILABLE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>This will allows you to hire any of the M.E.R.C characters as soon as the M.E.R.C website becomes available. It will also include any future MERC characters that are added.</Description_ENG>
|
||
<Description_GER>
|
||
Dies erlaubt Ihnen, jeden M.E.R.C. Charakter anzuwerben, sobald die M.E.R.C. Website erreichbar ist.
|
||
Das beinhaltet auch alle M.E.R.C. Charaktere, die in Zukunft beigefügt werden.
|
||
</Description_GER>
|
||
<Description_RUS>Дает доступ ко всем наемникам MERC сразу после открытия доступа к сайту. Будет включать в себя любых добавленных в будущем наемников MERC</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个控制在MERC网站刚开张的时候是否可雇佣所有的MERC佣兵。同样包括所有附加的佣兵(比如MOD添加的)</Description_CHI>
|
||
</Property>
|
||
<Property name="MERCS_CAN_BE_ON_ASSIGNMENT" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>Mercs can be on assignment at the start of the game? Set to 1 and all the AIM mercs will be available to hire, set to 2 and all mercs will always be available. Set to 0 and you have JA2 Default behaviour.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在游戏刚开始的时候,佣兵会不会进行别的任务。设置1,所有的AIM佣兵都可用,设置2,所有的包括MERC都可用。</Description_CHI>
|
||
</Property>
|
||
<Property name="MERCS_CAN_DIE_ON_ASSIGNMENT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If TRUE, allows a chance for A.I.M. and M.E.R.C. mercs to die while away on another assignment.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>选“true”则所有的AIM和MERC佣兵在进行别的任务时都可能死。</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_MERC_DEATHS_EASY" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
||
This setting controls NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果“MERCS_CAN_DIE_ON_ASSIGNMENT”设置成“true”,这个选项控制最多会有AIM/MERC佣兵在别的任务中死掉。这是新手难度的选项。</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_MERC_DEATHS_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
||
This setting controls EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果“MERCS_CAN_DIE_ON_ASSIGNMENT”设置成“true”,这个选项控制最多会有AIM/MERC佣兵在别的任务中死掉。这是有经验的难度的选项。</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_MERC_DEATHS_EXPERT" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
||
This setting controls EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果“MERCS_CAN_DIE_ON_ASSIGNMENT”设置成“true”,这个选项控制最多会有AIM/MERC佣兵在别的任务中死掉。这是砖家难度的选项。</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_MERC_DEATHS_INSANE" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
||
This setting controls INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果“MERCS_CAN_DIE_ON_ASSIGNMENT”设置成“true”,这个选项控制最多会有AIM/MERC佣兵在别的任务中死掉。这是疯狂难度的选项。</Description_CHI>
|
||
</Property>
|
||
<Property name="SLAY_STAYS_FOREVER" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE you can have Slay the terrorist for an unlimited time in your team. You also have to enable all the terrorists from the start new game screen.
|
||
For easy recruiting, just give Slay the disc you got from Carmen.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Wenn diese Einstellung auf TRUE gesetzt wird, können Sie Slay den Terroristen für unbestimmte Zeit in ihrem Team haben. Weiters müssen noch alle Terroristen im Startbildschirm gewählt werden.
|
||
Um Slay nun rekrutieren zu können, muss man Slay die Diskette geben, welche man von Carmen erhalten hat.
|
||
</Description_GER>
|
||
<Description_RUS>При включении позволяет нанять Убийцу навсегда.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果选择“true”,通缉犯Slay将永久留在你的队伍里。同时需要设定ENABLE_ALL_TERRORISTS = TRUE才能让这个选项有效果。(否则可能不出现)</Description_CHI>
|
||
</Property>
|
||
<Property name="EARLY_REBELS_RECRUITMENT" datatype="numeric" minvalue="1" maxvalue="4" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
|
||
Valid values are from 1 to 3 where:
|
||
1 = immediately after liberating Omerta
|
||
2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
|
||
setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
|
||
3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
|
||
4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
早期就可招募反叛军F4。这个选项可以在早期就招募反叛军而不用修改他们的 .npc文件。
|
||
1到3是可选的:
|
||
1 = 解放Omerta后就可以
|
||
2 = 解放1~3个城镇后,取决于“FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA”
|
||
3 = 原版设定,你必须解放3、4、5个城镇(包括Omerta)后
|
||
4 = 必须解放Omerta并且完成给反叛军送粮食的任务之后。
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Financial Settings">
|
||
<Description_ENG>These settings adjust the various money-related features of the game, including mine income and militia costs.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个部分控制各种与资金有关的选项。</Description_CHI>
|
||
<Properties>
|
||
<Property name="STARTING_CASH_NOVICE" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
||
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on NOVICE difficulty.</Description_ENG>
|
||
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad Einsteiger.</Description_GER>
|
||
<Description_RUS>Стартовая сумма на легком уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度游戏开始时提供多少资金。</Description_CHI>
|
||
</Property>
|
||
<Property name="STARTING_CASH_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
||
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on EXPERIENCED difficulty.</Description_ENG>
|
||
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad Profi.</Description_GER>
|
||
<Description_RUS>Стартовая сумма на среднем уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>有经验的难度游戏开始时提供多少资金。</Description_CHI>
|
||
</Property>
|
||
<Property name="STARTING_CASH_EXPERT" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
||
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on EXPERT difficulty.</Description_ENG>
|
||
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad Alter Hase.</Description_GER>
|
||
<Description_RUS>Стартовая сумма на тяжелом уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>砖家难度游戏开始时提供多少资金。</Description_CHI>
|
||
</Property>
|
||
<Property name="MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="25" interval="1">
|
||
<Description_ENG>The percentage that a merc's salary rises each they go one experience level up, 0 = no raise, 100 is double salary</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>佣兵升级时,薪水提高多少。0 = 不提高,100 = 2倍即提高100%。</Description_CHI>
|
||
</Property>
|
||
<Property name="MINE_INCOME_PERCENTAGE" datatype="numeric" minvalue="1" maxvalue="30000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Increases or decreases (by percentage) the amount of cash that mines generate every day.
|
||
|
||
100% = normal JA2 profits.
|
||
This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
|
||
This value goes all the way up to 65535%, but that's not recommended.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
提高或减少矿厂每天的收益。
|
||
100% = 标准JA2收益
|
||
这个值最低必须为1%,如果设置成0%将自动调整为1%,否则游戏将崩溃。
|
||
这个值最高可设置为65535%,不过不建议调这么高。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="STARTING_CASH_INSANE" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
||
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on INSANE difficulty.</Description_ENG>
|
||
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad WAHNSINNIG.</Description_GER>
|
||
<Description_RUS>Стартовая сумма на невозможном уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度游戏开始时提供多少资金。</Description_CHI>
|
||
</Property>
|
||
<Property name="SELL_ITEMS_WITH_ALT_LMB" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If set to TRUE, this enables the ability to sell items from the sector inventory screen with ALT+LMB.</Description_ENG>
|
||
<Description_GER>Wenn dieser Wert auf TRUE gesetzt wird, können Gegenstände im Sektorinventar mit [ALT]+LMB (Left Mouse Button/Linke Maustaste) verkauft werden.</Description_GER>
|
||
<Description_RUS>Если включено, вы получаете возможность продавать предметы из стратегической карты нажатием ALT+LMB</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>选择true时,可以用ALT+鼠标左键卖掉战略界面地图物品。</Description_CHI>
|
||
</Property>
|
||
<Property name="SELL_ITEMS_PRICE_MODIFIER" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If SELL_ITEMS_WITH_ALT_LMB is set to TRUE, this value is a divisor of the items value when you sell it with ALT+LMB.
|
||
For example, if you set this value to 4, you will sell the item for 25% of its original value (1/4).
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果 SELL_ITEMS_WITH_ALT_LMB 选择 True,这个值将控制卖掉的物品折价率。
|
||
比如,如果设置为4,则物品卖价为原价的25%。
|
||
可选的范围为-1~100.
|
||
0 = 强制系统依据游戏进度调整卖价,游戏进度越深入,则折价率越高。
|
||
-1 = 这个和0刚好相反,游戏进度越深入,折价率越低,将会卖到更多钱。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_BASE_TRAINING_COST" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="50">
|
||
<Description_ENG>This is the cost of a single Town Militia (Green / Rookie) training session.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>单个城中初级民兵训练需要的经费。</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_COST_MULTIPLIER_REGULAR" datatype="numeric" minvalue="1" maxvalue="5" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is a multiplier for MILITIA_BASE_TRAINING_COST, used when promoting Green Militia to Regular Militia (Light-Blue Shirts).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>普通民兵训练经费倍数。</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_COST_MULTIPLIER_ELITE" datatype="numeric" minvalue="2" maxvalue="5" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a multiplier for MILITIA_BASE_TRAINING_COST, used when upgrading Regular Militia to Elite Militia (Dark-Blue Shirts).
|
||
ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE for such an upgrade to even be possible.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>精英民兵训练经费倍数。</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_COST_MULTIPLIER_MOBILE" datatype="numeric" minvalue="3" maxvalue="5" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a multiplier for MILITIA_BASE_TRAINING_COST, used for the cost of a single Mobile Militia training session.
|
||
ALLOW_MOBILE_MILITIA and MUST_TRAIN_MOBILE_MILITIA must both be set to TRUE for this to even be possible.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
移动民兵的训练费用倍数。
|
||
必须选择“ALLOW_MOBILE_MILITIA and MUST_TRAIN_MOBILE_MILITIA”为True才能使这个选项有效果。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DAILY_MILITIA_UPKEEP_TOWN_GREEN" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a daily upkeep cost for maintaining a single Town Militia man of Green level.
|
||
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!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是每日维护一个城镇里绿色等级民兵的费用。午夜的时候自动扣除。如果你无法全额支付,部分或者全部的民兵会自动离开。民兵在为你服务24小时才会要求支付报酬。</Description_CHI>
|
||
</Property>
|
||
<Property name="DAILY_MILITIA_UPKEEP_TOWN_REGULAR" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a daily upkeep cost for maintaining a single Town Militia man of Regular level.
|
||
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!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是每日维护一个城镇里老兵等级民兵的费用。午夜的时候自动扣除。如果你无法全额支付,部分或者全部的民兵会自动离开。民兵在为你服务24小时才会要求支付报酬。</Description_CHI>
|
||
</Property>
|
||
<Property name="DAILY_MILITIA_UPKEEP_TOWN_ELITE" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a daily upkeep cost for maintaining a single Town Militia man of Elite level.
|
||
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!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是每日维护一个城镇里精英等级民兵的费用。午夜的时候自动扣除。如果你无法全额支付,部分或者全部的民兵会自动离开。民兵在为你服务24小时才会要求支付报酬。</Description_CHI>
|
||
</Property>
|
||
<Property name="DAILY_MILITIA_UPKEEP_MOBILE_GREEN" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a daily upkeep cost for maintaining a single Mobile Militia man of Green level.
|
||
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!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是每日维护一个格子里游击绿色等级民兵的费用。午夜的时候自动扣除。如果你无法全额支付,部分或者全部的民兵会自动离开。民兵在为你服务24小时才会要求支付报酬。</Description_CHI>
|
||
</Property>
|
||
<Property name="DAILY_MILITIA_UPKEEP_MOBILE_REGULAR" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is a daily upkeep cost for maintaining a single Mobile Militia man of Regular level.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是每日维护一个格子里游击老兵等级民兵的费用。</Description_CHI>
|
||
</Property>
|
||
<Property name="DAILY_MILITIA_UPKEEP_MOBILE_ELITE" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a daily upkeep cost for maintaining a single Mobile Militia man of Elite level.
|
||
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!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这是每日维护一个格子里游击精英等级民兵的费用。午夜的时候自动扣除。如果你无法全额支付,部分或者全部的民兵会自动离开。民兵在为你服务24小时才会要求支付报酬。</Description_CHI>
|
||
</Property>
|
||
<Property name="HELICOPTER_BASE_COST_PER_GREEN_TILE" datatype="numeric" minvalue="0" maxvalue="65000" defaultvalue="0" interval="100">
|
||
<Description_ENG>Determines how much money Skyrider (the helicopter pilot) charges PER SECTOR, when flying through "free" airspace (green in the strategic airspace map).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>决定直升机每飞一安全的绿格需要多少钱。</Description_CHI>
|
||
</Property>
|
||
<Property name="HELICOPTER_BASE_COST_PER_RED_TILE" datatype="numeric" minvalue="0" maxvalue="65000" defaultvalue="0" interval="100">
|
||
<Description_ENG>Determines how much money Skyrider (the helicopter pilot) charges PER SECTOR, when flying through "dangerous" airspace (red in the strategic airspace map).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>决定直升机每飞一危险的红格需要多少钱。</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Troubleshooting Settings">
|
||
<Description_ENG>In this section you can activate some features that may prevent bugs, or help overcome problems.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>激活这个选项你可以防止游戏的Bug,或者解决一些Bug问题。</Description_CHI>
|
||
<Properties>
|
||
<Property name="DEAD_LOCK_DELAY" datatype="numeric" minvalue="10" maxvalue="50" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If an AI-controlled character becomes stuck, this is how many seconds will pass before the game decides to skip that character completely.
|
||
Do not set this too low, or you may end up skipping legitimate AI movement!
|
||
Time in seconds for DeadLock delay, default 30.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果AI角色卡住了,这里可以选择游戏决定在多少秒之后跳过它,别把它设得太低,否则你可能错过一些合理的AI动作。AI防锁死时间,默认30秒。</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Skip global strategic events. This can be used to prevent game crashes. Press and hold NUMLOCK to skip the event.</Description_ENG>
|
||
<Description_GER>Drücken und halten Sie [NUMLOCK], um ein strategisches Ereignis zu überspringen. Diese Methode kann angewandt werden, um einen Spielabsturz zu vermeiden.</Description_GER>
|
||
<Description_RUS>Пропуск глобальных событий. Может быть использовано для предотвращения крашей игры. Нажмите и держите NUMLOCK для пропуска событий </Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>跳过全球战略时间,这可以防止游戏崩溃,按住NUMLOCK键来跳过这些事件。</Description_CHI>
|
||
</Property>
|
||
<Property name="AUTO_SAVE_ON_ASSERTION_FAILURE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏崩溃是自动存盘,请将存盘和错误报告一并提交。</Description_CHI>
|
||
</Property>
|
||
<Property name="AUTO_SAVE_EVERY_N_HOURS" datatype="numeric" minvalue="0" maxvalue="24" defaultvalue="0" interval="0">
|
||
<Description_ENG>Automatically save the game every N GAME-hours. 0 = disable.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏时间自动存盘开关。0为关闭</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Graphics Settings">
|
||
<Description_ENG>In this section you can change video and graphics settings. These setting have no influence on game-play, they are purely visual.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个选项你可以更改游戏图像设定,本选项对于游戏进程无影响,它纯粹是图像上的。</Description_CHI>
|
||
<Properties>
|
||
<Property name="VERTICAL_SYNC" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If VERTICAL_SYNC is set to FALSE, the game will run faster.</Description_ENG>
|
||
<Description_GER>Wenn VERTICAL_SYNC auf FALSE gesetzt wird, läuft das Spiel schneller.</Description_GER>
|
||
<Description_RUS>Отключение вертикальной синхронизации для ускорения игры</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果垂直同步设为否,游戏速度会更快。</Description_CHI>
|
||
</Property>
|
||
<Property name="PLAYER_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
||
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the player's merc.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Spielercharaktere.</Description_GER>
|
||
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости мерка</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为1,则玩家佣兵正常速度,设为零则最快速度。</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
||
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the enemies.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Feindcharaktere.</Description_GER>
|
||
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости противников</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为1,则敌人正常速度,设为零则最快速度。</Description_CHI>
|
||
</Property>
|
||
<Property name="CREATURE_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
||
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the creatues.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Tiere und Monster.</Description_GER>
|
||
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости монстров</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为1,则动物正常速度,设为零则最快速度。</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
||
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the militia.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Milizionäre.</Description_GER>
|
||
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости милиции</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为1,则民兵正常速度,设为零则最快速度。</Description_CHI>
|
||
</Property>
|
||
<Property name="CIVILIAN_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
||
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the civilians.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Zivilisten.</Description_GER>
|
||
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости гражданских</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为1,则平民佣兵正常速度,设为零则最快速度。</Description_CHI>
|
||
</Property>
|
||
<Property name="USE_EXTERNALIZED_LOADSCREENS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Soll das Spiel die externalisierten Ladebildschirme benutzen?
|
||
Wenn die Einstellung auf TRUE gesetzt wird, wird JA2 die Ladebildschirme benutzen, die im Ordner TableData\Map\SectorLoadscreens.xml hinterlegt wurden.
|
||
Wenn die Einstellung auf FALSE gesetzt wird, wird JA2 die klassischen Ladebildschirme benutzen.
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
Позволяет игре использовать внешние экраны загрузки.
|
||
Если TRUE, игра использует экраны определенные в TableData\Map\SectorLoadscreens.xml.
|
||
Если FALSE, игрв будет использовать экраны секторов, как в Vanilla JA2.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>是否使用外加读取界面,设为是,则用TableData\Map\SectorLoadscreens.xml.设定的读取界面,设为否,则用默认的。</Description_CHI>
|
||
</Property>
|
||
<Property name="USE_NEW_STARTING_GEAR_INTERFACE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Use new starting gear interface on the AIM website, including 21 item view and up to 5 gearkits selection,
|
||
if disabled classic style is used.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在AIM网站上可以选择初始配备的物品,包括21种物品和5种工具箱。设为否则使用默认。</Description_CHI>
|
||
</Property>
|
||
<Property name="RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Should the queen's army avoid recruiting Female soldiers?
|
||
If set to TRUE, female enemies will only occur as Elites in the army.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>王后部队无女性士兵选项。(性别歧视你伤不起啊。)如果选是,则王后部队中只有精英部队有女兵。</Description_CHI>
|
||
</Property>
|
||
<Property name="SMALL_SIZE_PB" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Default: FALSE
|
||
New thin progress bar in tactical interface for turns is drawn instead of the default one.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>默认设为否,战术画面上的进度条设为新的细细的进度条。</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Sound Settings">
|
||
<Description_ENG>In this section you can change sounds settings.</Description_ENG>
|
||
<Description_GER>In dieser Sektion können Sie die Audioeinstellungen verändern.</Description_GER>
|
||
<Description_RUS>Этот раздел отвечает за звуковые настройки</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这里你可以改动声音选项。</Description_CHI>
|
||
<Properties>
|
||
<Property name="WEAPON_SOUND_EFFECTS_VOLUME" datatype="numeric" minvalue="0" maxvalue="1" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Change this value to increase the volume for weapon sounds.
|
||
|
||
0 = No volume change for the weapon sounds
|
||
1 = Maximum volumne for the weapon sounds
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Verändern Sie diesen Wert, um die Lautstärke der Waffengeräusche zu erhöhen.
|
||
|
||
0 = Keine Veränderung der Waffengeräusche
|
||
1 = Maximale Lautstärke der Waffengeräusche
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
Измените это значения для увеличения громкости озвучки оружия.
|
||
|
||
0 = без изменений
|
||
1 = максимальная громкость звуков оружия.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
这里设定你的武器声音大小。
|
||
0= 武器无声。
|
||
1= 武器最大声音
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Interface Settings">
|
||
<Description_ENG>
|
||
In this section you can adjust the user-interface in TACTICAL screen.
|
||
Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个选项你可以调整用户战术画面。有些新界面选项可能会使游戏更容易或者更难,取决于你的设定。</Description_CHI>
|
||
<Properties>
|
||
<Property name="REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果这里设为True,战斗结束后敌人掉落的所有物品都会自动显现。否则,你需要经过敌人的尸体,才能发现这些物品。</Description_CHI>
|
||
</Property>
|
||
<Property name="SHIFT_F_UNLOAD_WEAPONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Set this to FALSE to keep weapons loaded when SHIFT+F is pressed. Note that loaded weapon can be stolen by militia or enemy.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf FALSE, um Waffen nicht zu entladen. Geladenen Waffen können von Feinden oder der Miliz gestohlen werden.</Description_GER>
|
||
<Description_RUS>Set this to FALSE to keep weapons loaded. Loaded weapon can be stolen by militia or enemy.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 Flase 则按下 SHIFT+F 武器装满弹,注意装满弹的武器可能会被敌人或民兵捡走。</Description_CHI>
|
||
</Property>
|
||
<Property name="SHIFT_F_REMOVE_ATTACHMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Set this to FALSE to keep item attachments when SHIFT+F is pressed. Unseparable attachments will not be removed.</Description_ENG>
|
||
<Description_GER>Setzen Sie diesen Wert auf FALSE, um Anbauten nicht zu entfernen. Nichtabtrennbare Anbauten können selbst mit TRUE nicht entfernt werden.</Description_GER>
|
||
<Description_RUS>Установите параметр в FALSE для сохранения атачментов. Неотделимые атачменты не могут быть удалены</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 Flase 则按下 SHIFT+F 时武器上不可分离的附件会被保留,</Description_CHI>
|
||
</Property>
|
||
<Property name="SMART_GOGGLE_SWAP" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, Shift-N will switch to best night vision goggles at night, and best sunglasses during the day.
|
||
If set to FALSE, whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Если включено - по SHIFT-N одевает лучшие приборы ночного видения ночью и очки днем</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 True 则按下 SHIFT+N会让佣兵在晚上换上最好的夜视仪,白天换上最好的太阳镜(Gucci?Nikon?)否则,佣兵换上的是其他种类最好的装备。</Description_CHI>
|
||
</Property>
|
||
<Property name="GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If set to TRUE, any automatic goggle swap (SHIFT-N or CTRL-SHIFT-N) will swap goggles for EVERY MERC IN THE SECTOR.
|
||
If set to FALSE, only mercs in the currently-selected squad are affected.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 True 自动护目镜切换会对于本区所有佣兵起效,否则只对当前小队佣兵起效。</Description_CHI>
|
||
</Property>
|
||
<Property name="AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, when a character finds a mine they will automatically put a blue flag there without asking.
|
||
If set to FALSE, when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Если включено, при нахождении мины персонаж автоматически ставит флаг.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 True 则佣兵角色会在发现地雷的时候自动插个蓝旗子,否则他们会先问是否要插。</Description_CHI>
|
||
</Property>
|
||
<Property name="MINES_SPOTTED_NO_TALK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, when a character finds a mine they will not say anything and only put a blue flag there or ask if they should do so.
|
||
(depends on the setting of "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED")
|
||
If set to FALSE, when a character finds a mine they will tell you with a comment (the "classic" behavior).
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Setzen Sie diesen Wert auf TRUE, damit Söldner einen Minenfund nicht mehr kommentieren.
|
||
Bei FALSE gibt der Söldner wie früher einen Kommentar ab.
|
||
</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 True ,则佣兵在发现地雷时不说话,自动插旗,否则他们会吭一声。</Description_CHI>
|
||
</Property>
|
||
<Property name="ITEMS_SPOTTED_NO_TALK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="GRID_EXIT_IN_TURNBASED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>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.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="STAND_UP_AFTER_BATTLE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 True ,所用佣兵在结束战斗时会自动起身,否则则不会。</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_TACTICAL_MILITIA_COMMAND" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, allows giving abstract orders to Militia in tactical mode.
|
||
You can give commands to single militia by talking to them.
|
||
If your merc is wearing a headphone with whom you talk to the militia, you can give commands to ALL militia.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本选项设为 True 则允许你给民兵战术命令,你可以跟一个民兵对话,给他发指令,如果你的佣兵戴着耳麦,你可以给所有民兵指令。</Description_CHI>
|
||
</Property>
|
||
<Property name="USE_ENHANCED_DESCRIPTION_BOX" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This determines where the Enhanced Description Box is used, instead of the "Classic" Description Box.
|
||
0 = Both Strategic and Tactical
|
||
1 = Strategic only
|
||
2 = Tactical only
|
||
You can switch EDB on and off using the in-game Options Menu.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
这个决定是否使用 Enhanced Description Box(物品描述加强版)来代替原来的物品描述窗口
|
||
0 = 既在战术界面下又在战略界面下
|
||
1 = 只在战略界面下
|
||
2 = 只在战术界面下
|
||
你还可以在游戏的设置菜单那里却换【开启】和【关闭】EDB
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="USE_NEW_BURST-AUTO_TARGETING_CURSORS" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enables new and improved "Chance-to-Hit" targeting cursors for Burst Fire and Auto Fire. Also adds "targeted bodypart" indicators to both.
|
||
0 = Use normal JA2 1.13 cursors.
|
||
1 = Use new Autofire and Burstfire cursors
|
||
2 = Use new Burstfire cursor only
|
||
3 = Use new Autofire cursor only
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Позволяет выбрать курсор для стрельбы очередями и залпом. Также добавляется выбор частей тела в обоих режимах.
|
||
0 = Использовать обычный JA2 1.13 курсор.
|
||
1 = Использовать новые Autofire и Burstfire курсоры
|
||
2 = Использовать только Burstfire курсор
|
||
3 = Использовать только Autofire курсор
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
点射和扫射时启用新改进的 "Chance-to-Hit" 瞄准框,并且增加“瞄准的身体部位”。
|
||
0 = 使用 JA2 1.13 标准的瞄准框
|
||
1 = 既在点射时又在扫射时使用新的瞄准框
|
||
2 = 只在点射时使用新的瞄准框
|
||
3 = 只在扫射时使用新的瞄准框
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="INACCURATE_CTH_READOUT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
当设置为 TRUE 时,会改变 CTH 系统工具条和“F”键的信息反馈方式。
|
||
CTH 系统反馈的信息准确性取决于佣兵的等级、智力、枪法和有无狙击手技能。未经训练的角色将看到 CTH 在较少的“stations”和100(正常)跳动。一个训练有素的角色将看到确切的结果。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="HIDE_BULLET_COUNT_INTENSITY" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果设为大于0,佣兵有时会无法准确估计枪里剩余的子弹数。
|
||
根据佣兵的等级、智力、敏捷综合能力的不同,有可能估算出剩余子弹数。否则,将隐藏剩余子弹数(无法估算)。
|
||
这一项的数值调得越高,佣兵越难估算剩余的子弹数。
|
||
此功能仅当在战术回合制模式。如果游戏切换到实时模式,正常显示子弹数量。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MAXIMUM_MESSAGES_IN_TACTICAL" datatype="numeric" minvalue="1" maxvalue="36" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set how many messages can be displayed on-screen at the same time, in TACTICAL screen. The default is 6.
|
||
PLEASE NOTE: The actual maximum is based on your screen resolution:
|
||
640x480: Maximum is 20 lines.
|
||
800x600: Maximum is 26 lines.
|
||
1024x768: Maximum is 36 lines.
|
||
If the value is set higher than allowed for your current resolution, it is automatically decreased.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
战术界面下最多能同时显示多少条信息,默认是6
|
||
请注意:实际的最大值基于你的屏幕分辨率:
|
||
640x480: 最大20行.
|
||
800x600: 最大26行.
|
||
1024x768: 最大36行.
|
||
如果设置的值高于你的当前分辨率将自动减少。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When set to TRUE, prevents the game from automatically selecting a merc when he/she spots an enemy in Real Time mode. This only works if ALLOW_REAL_TIME_SNEAK is turned on.
|
||
If for any reason turn-base mode is triggered when spotting the enemy, the character will be selected as normal regardless of this setting.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
当设为 TRUE,在实时模式下看到敌人时屏幕不会自动切换到看到敌人的那个佣兵,而是停留在当前画面。这只能工作在 ALLOW_REAL_TIME_SNEAK 开启的情况下。
|
||
当侦查敌人时不管任何原因触发回合制模式,画面将切换到看到敌人的那个佣兵而忽视此设置。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="TACTICAL_FACE_ICON_STYLE" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果设置界面里的“显示脸部装备图片”开启,你可以选择4中不同的图标样式(排列: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
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SHOW_CAMOUFLAGE_FACES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果开启,佣兵使用迷彩时你可以在佣兵头像看到伪装效果。
|
||
如果 Data\Faces\xxxCAMO 文件夹里面没有伪装头像,你看到的是一般头像。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="HIDE_ENEMY_HEALTH_TEXT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>If enabled, you do not see the health text when hovering the mouse over an enemy / creature.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_HIT_COUNT" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
How should the game display the enemy 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)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="STAMINA_HIT" datatype="numeric" minvalue="5000" maxvalue="15000" defaultvalue="0" interval="100">
|
||
<Description_ENG>
|
||
Default: 10000
|
||
Regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it takes 3-4 hits to take all the breath away.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认: 10000
|
||
Regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it takes 3-4 hits to take all the breath away.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_EXT_MOUSE_KEYS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ALT_AIMING_ENABLED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Default: FALSE
|
||
Alternative aiming-levels for targets.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认:FALSE
|
||
Alternative aiming-levels for targets.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="USE_AIMED_BURST" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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 od the last bullets. Aiming is performed by the mouse scrolling wheel.
|
||
ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认: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 od the last bullets. Aiming is performed by the mouse scrolling wheel.
|
||
ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AIMING_BURST_PENALTY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认: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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Default: TRUE
|
||
Disable visibility of enemy, if they see militia but don't see our mercs.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认: TRUE
|
||
Disable visibility of enemy, if they see militia but don't see our mercs.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_WEAR_SUPPRESSOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认: 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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_LAZY_CIVILIANS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Default: FALSE
|
||
Unnamed civils don't make much actions when you fire. For faster civils turns.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认: FALSE
|
||
Unnamed civils don't make much actions when you fire. For faster civils turns.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CHANCE_SAY_ANNOYING_PHRASE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认:100
|
||
说烦人短语的时机
|
||
1. 当佣兵看到物品时
|
||
2. 当战斗切换到实时
|
||
3. 当佣兵看到敌人
|
||
4. 批准行动
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NEW_AI_TACTICAL" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认:FALSE
|
||
精英晚上不会跑到光亮处,敌兵不会跑到尸体上,如果敌兵发现被杀士兵(半径5格)将打开红色警戒警报。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SHOT_HEAD_PENALTY" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="0.5">
|
||
<Description_ENG>
|
||
Default: 3
|
||
Penalty (in %) on tile when you shot in head (for enemy and mercs).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认:3
|
||
(%)格内打头加惩罚(包括敌兵和佣兵)。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SHOT_HEAD_DIVISOR" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="0.5">
|
||
<Description_ENG>
|
||
Default: 2
|
||
Modifer of damage when hit in head (for enemy and mercs).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认:2
|
||
Modifer of damage when hit in head (for enemy and mercs).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SHOOT_UNSEEN_PENALTY" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="0.5">
|
||
<Description_ENG>
|
||
Default: 0
|
||
Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
默认:0
|
||
Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Difficulty Settings">
|
||
<Description_ENG>In this section you can adjust game-difficulty in TACTICAL mode (combat).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个部分你可以调节战术(战斗)模式下的游戏难度。</Description_CHI>
|
||
<Properties>
|
||
<Property name="ENEMY_AP_BONUS_NOVICE" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This gives bonus APs for enemy soldiers in NOVICE difficulty.
|
||
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
新手难度下敌人行动点数加成。
|
||
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_AP_BONUS_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This gives bonus APs for enemy soldiers in EXPERIENCED difficulty.
|
||
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下敌人行动点数加成</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_AP_BONUS_EXPERT" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This gives bonus APs for enemy soldiers in EXPERT difficulty.
|
||
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下敌人行动点数加成</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_AP_BONUS_INSANE" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This gives bonus APs for enemy soldiers in INSANE difficulty.
|
||
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下敌人行动点数加成</Description_CHI>
|
||
</Property>
|
||
<Property name="PLAYER_AP_BONUS" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This gives bonus APs for the player's merc.
|
||
Works almost exactly like the enemy AP bonus.
|
||
Do not set this higher than 50.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
玩家行动点数加成。
|
||
工作方式和敌人AP的加成完全一样。
|
||
不要高于 50
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ADMIN_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enemy CtH bonus - Admins
|
||
This setting determines 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).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
黄衣敌人的命中率加成。
|
||
This setting determines 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).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enemy CtH bonus - Regulars
|
||
This setting determines 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).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
红衣敌人的命中率加成。
|
||
This setting determines 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).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ELITE_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="10" interval="1">
|
||
<Description_ENG>
|
||
Enemy CtH bonus - Elite
|
||
This setting determines 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).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
黑衣敌人的命中率加成。
|
||
This setting determines 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).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ADMIN_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enemy damage resistance bonus - Admins
|
||
This setting 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 setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
黄衣敌人的伤害抵抗加成。
|
||
This setting 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 setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enemy damage resistance bonus - Regulars
|
||
This setting 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 setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
红衣敌人的伤害抵抗加成。
|
||
This setting 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 setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ELITE_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enemy damage resistance bonus - Elite
|
||
This setting 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 setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
黑衣敌人的伤害抵抗加成。
|
||
This setting 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 setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ASSIGN_SKILL_TRAITS_TO_ENEMY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This option determines if the game skill traits should also be available to enemies.
|
||
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
此选项确定是允许敌人拥有技能。
|
||
|
||
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
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ASSIGN_SKILL_TRAITS_TO_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This option determines if the game skill traits should also be available to 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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
此选项确定是允许民兵拥有技能。
|
||
|
||
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
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ASSIGNED_SKILL_TRAITS_RARITY" datatype="numeric" minvalue="-100" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
10表示敌人或民兵获得技能的几率提高10%。(因为敌人或民兵并不是一定能获得技能的,这取决于他的种类(黄衣红衣黑衣)、游戏进度、特殊装备、此项设置项、随机因素。)
|
||
数值:-100 到 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. (推荐 -50 到 25)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_DROP_EQUIPMENT" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Can Militia drop equipment when they die?
|
||
Please note that the "Drop All" in-game option works the same on militia as it does on enemies.
|
||
0 = Militia cannot drop equipment when they die, ever (JA2 default).
|
||
1 = Militia may drop equipment, but only if killed by anyone OTHER than the player-characters.
|
||
2 = Militia may drop equipment when killed by anyone.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Определяет, должно ли выпадать воворужение из ополчения.
|
||
0 = не дропается.
|
||
1 = Дропается,е сли убит врагом.
|
||
2 = Дропается всегда.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
民兵掉落装备?
|
||
注意:游戏选项里面的“全部掉落”同样影响民兵的装备掉落。
|
||
0 = 民兵不掉落装备(JA2 默认)
|
||
1 = 只有被敌人、平民、其他民兵杀死时才掉落
|
||
2 = 无论谁杀死民兵,都掉落装备
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="HEALTH_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Health goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Lebensenergie um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его здоровье повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>生命提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="STRENGTH_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Strength goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Stärke um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его сила повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>强壮提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="DEXTERITY_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Dexterity goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Geschicklichkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его ловкость повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>灵巧提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="AGILITY_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Agility goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Beweglichkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его проворность- повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>敏捷提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="WISDOM_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Wisdom goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um sein Wissen um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его мудрость повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>智慧提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="MARKSMANSHIP_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Markmenship goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Zielgenauigkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его меткость повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>枪法提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="MEDICAL_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Medical goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Medizienfähigkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его медицина повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>医疗提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="MECHANICAL_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Mechanical goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine handwerkliche Fähigkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его механика повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>机械提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="EXPLOSIVES_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Explosives goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Explosionsfähigkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его взрывные работы повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>爆破提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="LEADERSHIP_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire before his Leadership goes up one point.
|
||
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
||
</Description_ENG>
|
||
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Führungsfähigkeit um einen Punkt zu steigern.</Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его лидерство повысится на 1</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>领导提升的速度。增大的话提升得越慢。</Description_CHI>
|
||
</Property>
|
||
<Property name="LEVEL_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="0" maxvalue="6500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many total "sub-points" a character must acquire (in any skill/attribute), before his Experience Level goes up one point.
|
||
This value only determines the number of sub-points required to go from Experience Level 1 to Level 2. As Experience Level increases, the number of sub-points you must accumulate is multiplied.
|
||
EXAMPLE: If X is the value you set here, then:
|
||
To go from EXPLevel 1 to EXPLevel 2, you need X sub-points.
|
||
To go from EXPLevel 2 to EXPLevel 3, you need X*2 sub-points.
|
||
To go from EXPLevel 3 to EXPLevel 4, you need X*3 sub-points.
|
||
And so on.
|
||
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Определяет, как много подпунктов должен получить персонаж (в любых умениях/параметрах) , прежде чем его уровень повысится на 1. Устанавливаемое число - множитель. Для каждого следующего уровня количество подпунктов увеличивается в арифметической прогресии.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
等级提升的速度。增大的话提升得越慢。
|
||
例如:X 为你设定的值
|
||
等级1 升 等级2,你需要 X sub-points.
|
||
等级2 升 等级3,你需要 X*2 sub-points.
|
||
等级3 升 等级4,你需要 X*3 sub-points.
|
||
...
|
||
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, this will remove the "equipment level" bonus given to Redshirts and Blackshirts, making them less likely to carry advanced weapons.
|
||
It also reduces the importance of distance from Sector P3 on choosing equipment for enemies.
|
||
In general, this makes all enemies carry weapons that are more or less suitable for your current "Game Progress".
|
||
This can be switched in the middle of your campagin, but will break weapon balance in such case.
|
||
It is better to change this before starting a new game.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
If set to TRUE, this will remove the "equipment level" bonus given to Redshirts and Blackshirts, making them less likely to carry advanced weapons.
|
||
It also reduces the importance of distance from Sector P3 on choosing equipment for enemies.
|
||
In general, this makes all enemies carry weapons that are more or less suitable for your current "Game Progress".
|
||
This can be switched in the middle of your campagin, but will break weapon balance in such case.
|
||
It is better to change this before starting a new game.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_REAL_TIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Real-Time Mode: Allows the player to stay in real time while unnoticed by the enemy.
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Real-Time Mode: Allows the player to stay in real time while unnoticed by the enemy.
|
||
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.
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
Real-Time Mode: Позволяет оставаться в реал-тайме до тех пор, пока противник не заметил вас.
|
||
Когда игрок видит врага он может войти в пошаговый режим.
|
||
Ctrl-x: Переход в пошаговый режим, если есть видимые противники. Не работает, если нет видимых врагов, неактивен, если RT sneaking отключен.
|
||
Shift-Ctrl-x: Переключает real-time sneaking mode. Переводит в пошаговый режим, если игрок может видеть врагов. Переключение назад в пошаговом режиме НЕ возвращает игркоа в реал-тайм, пока в поле зрения находится хоть один враг, даже если он вас не видит.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
实时模式:玩家未被敌人发现时保持实时模式。
|
||
当在实时模式下侦查敌人时,玩家可以自己切换到回合制模式。
|
||
Ctrl+x:当在实时模式下侦查敌人时,切换到回合制模式。Does not work if no enemies are seen, inactive if RT sneaking is disabled.
|
||
Shift-Ctrl-x:实时模式切换开关。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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="QUIET_REAL_TIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Disables certain potentially-annoying messages while in Real-Time Sneaking mode.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在即时潜行模式下不在屏幕上显示特定的消息。</Description_CHI>
|
||
</Property>
|
||
<Property name="NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
打开此设置项时,佣兵在看到敌人时屏幕不会自动切换到看到敌人的那个佣兵,而是停留在当前画面。
|
||
关掉此设置项时,佣兵在看到敌人时屏幕会自动切换到看到敌人的那个佣兵。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="REINFORCEMENTS_ARRIVE_WITH_ZERO_AP" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This feature controls reinforcements that appear on the map edge during tactical combat.
|
||
If set to TRUE, those reinforcements will arrive with 0 APs, meaning that they can't act on their first turn (but CAN be shot at!). This makes reinforcements less murderous. You can set this so that it affects enemies, militia, or both.
|
||
0 = Disabled (JA2 default).
|
||
1 = All reinforcements (militia and enemy) arrive with 0 APs.
|
||
2 = Only Enemy reinforcements arrive with 0 APs.
|
||
3 = Only Militia reinforcements arrive with 0 APs.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
支援部队进入战区时行动点数为 0?
|
||
0 = 支援部队进入战场的那个回合立刻就能行动
|
||
2 = 敌人的支援部队进入战场的那个回合不能行动,下个回合才能行动
|
||
3 = 民兵的支援部队进入战场的那个回合不能行动,下个回合才能行动
|
||
1 = 敌人和民兵的支援部队进入战场的那个回合都不能行动,下个回合才能行动
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_CAN_PLACE_FLAGS_ON_MINES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>When activated, militia will place blue flags on landmines whenever they spot them, so that no one else will accidentally step on that mine.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>民兵可以在探测到地雷时插旗吗?</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Enable a chance of ambushes by enemy forces in non-city sectors, on INSANE difficulty & game progress > 25% & enemy outnumbers the player.
|
||
This behaves the same as Bloodcat Ambushes: The mercs are placed in the center of the map, with enemies (bloodcats) closing in from all sides.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
Enable a chance of ambushes by enemy forces in non-city sectors, on INSANE difficulty & game progress > 25% & enemy outnumbers the player.
|
||
This behaves the same as Bloodcat Ambushes: The mercs are placed in the center of the map, with enemies (bloodcats) closing in from all sides.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CAN_TRUE_CIVILIANS_BECOME_HOSTILE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
|
||
Note that as far as the game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if they are killed.
|
||
Use this to prevent situations where hurting a civilian forces you to kill all of them!
|
||
|
||
Note that as far as the game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CAN_MILITIA_BECOME_HOSTILE" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This determines the conditions in which Militia become hostile to you.
|
||
0 = Militie never become hostile, even if you kill them.
|
||
1 = Militia become hostile if one is killed.
|
||
2 = Militia become hostile if attacked (JA2 default).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
民兵在什么情况下会成为敌对?
|
||
0 = 民兵永远不会成为敌对,无论你对他们做什么
|
||
1 = 只有当你杀死一个民兵时,他们才会跟你成为敌对
|
||
2 = 只要你对一个民兵动武——不管他有没有死——民兵就会跟你成为敌对
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Mercs offensive 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. This setting partially simulates the fact, that mercs controlled by the player
|
||
would be much more capable of surviving and killing.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
佣兵在自动战斗中能比以往发挥更大作用?
|
||
调高第一项的话,佣兵在自动战斗中的攻击力比以往更为突出。佣兵更容易击中敌人、更容易造成更大的伤害。
|
||
调高第二项的话,佣兵在自动战斗中的防御力比以往更为突出。佣兵更不容易被击中、如果被击中也只会造成比以往更小的伤害。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Mercs defensive strength during autoresolve.
|
||
With this setting you can make mercs more effective in autoresolve combats. By increasing the defense, 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
佣兵在自动战斗中能比以往发挥更大作用?
|
||
调高第一项的话,佣兵在自动战斗中的攻击力比以往更为突出。佣兵更容易击中敌人、更容易造成更大的伤害。
|
||
调高第二项的话,佣兵在自动战斗中的防御力比以往更为突出。佣兵更不容易被击中、如果被击中也只会造成比以往更小的伤害。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_CHANCE_OF_ENEMY_AMBUSHES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enemy Ambushes
|
||
This setting allows a chance an enemy group ambushes 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>敌人可能会在战略模式下伏击你?</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_AMBUSHES_CHANCE_MODIFIER" datatype="numeric" minvalue="-100" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
With this setting, you can make the chance for enemy ambushes 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.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>敌人伏击你的几率调整(在正常几率基础上增加或减少)。</Description_CHI>
|
||
</Property>
|
||
<Property name="SPECIAL_NPCS_STRONGER" datatype="numeric" minvalue="0" maxvalue="200" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This option can bring a little role-play to the game, so if you encounter those special characters, you actually "feel" they
|
||
are special.
|
||
The setting can be from 0 to 200. (100 is recommended for good effect.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
特殊NPC增强幅度
|
||
特殊NPC包括:女王、Mike、Joe、赏金猎人Carmen、General、恐怖分子、混混头子Kingpin和他主要的几个保镖
|
||
提高的效果(假设这一项设置的值为n)
|
||
额外的行动点数:n/4的额外行动点数
|
||
命中率加成:新命中率=原命中率*n/100
|
||
伤害抵抗加成:提高(n/2)%
|
||
减少精力损耗:n%
|
||
杀死他们时能得到更多经验值
|
||
数值:0 - 200.(推荐100比较好)
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Vision Settings">
|
||
<Description_ENG>In this section you can adjust sight-range and other sight-related settings.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个部分你能够调节视野范围和其它视野相关的设置。</Description_CHI>
|
||
<Properties>
|
||
<Property name="BASE_SIGHT_RANGE" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>Base sight range for every person in the game. This value is automatically multiplied by 2!</Description_ENG>
|
||
<Description_GER>
|
||
Der Basissichtradius für jeden Charakter im Spiel.
|
||
Dieser Wert wird in Tiles berechnet, ein Tile sind 2 Felder im Spiel.
|
||
</Description_GER>
|
||
<Description_RUS>Базовая дальность видения для всех в игре</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>基础视野距离。(这个值自动乘于 2)</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_TUNNEL_VISION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>开启隧道视野?</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Tooltip Settings">
|
||
<Description_ENG>In this section you can adjust game-difficulty in TACTICAL mode.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个部分你能够调节战术模式下的游戏难度</Description_CHI>
|
||
<Properties>
|
||
<Property name="SOLDIER_TOOLTIP_DETAIL_LEVEL" datatype="numeric" minvalue="0" maxvalue="4" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
This value indicates the minimum amount of information that soldier tooltips will display.
|
||
|
||
1 = Limited: Are the enemies 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 the enemies wear 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: Same information than Full, but also includes APs, Health, and other info for modders.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Dieser Wert spiegelt die Mindestmenge an Informationen wieder, die durch Feindtooltips angezeigt werden.
|
||
|
||
1 = Begrenzt: Ob der Feind Körperschutz trägt (aber nicht wo), genereller Waffentypus (ohne Anbauten zu erwähnen), trägt der Feind eine Gasmaske oder ein Nachtsichtgerät.
|
||
2 = Normal: Trägt der Feind Körperschutz und welchen (Helm/Rüstung/Leggins), genereller Waffentypus und sichtbare Anbauten, trägt der Feind eine Gasmaske oder ein Nachtsichtgerät.
|
||
3 = Komplett: Beinhaltet exakten Typ des Körperschutzes, Modell der Waffe, sowie alle Anbauten und den Typ des Nachtsichtgeräts.
|
||
4 = Debug: Es sind dieselben Informationen wie im Komplettmodus verfügbar, hinzu kommen APs, Lebensenergie und weitere Informationen für Modder.
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Это значение указывает, какой объем информации можно увидеть в подсказке.
|
||
|
||
1 = Ограниченный: Что одето на противнике, общий тип оружия в руках, наличие противогаза/очков.
|
||
2 = Базовый: Показывает наличие шлема/броника/поножей, оружие с видимыми атачами, наличие противогаза/прибора ночного видения.
|
||
3 = Полный: Показывает всю броню, полную информацию об оружии со всеми атачами, наличие и тип прибора ночного видения.
|
||
4 = Debug: Полная информация , включающая АР и здоровье. Для моддеров.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
当对着敌人按下alt时显示的敌人装备的详细程度
|
||
1 = 是否穿着防弹装备(但不会显示是头盔还是防弹衣还是裤子),武器的种类(不包括附件),有没有戴防毒面具或夜视仪
|
||
2 = 是否穿着头盔、防弹衣、裤子,武器的种类、附件,有没有戴防毒面具或夜视仪
|
||
3 = 显示头盔、防弹衣、裤子具体型号,武器的具体型号和全部附件,夜视仪的型号
|
||
4 = 在3的基础上再提供敌人的剩余行动点数、生命、技能等信息
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DYNAMIC_SOLDIER_TOOLTIPS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips only be available, if the enemy is in line of sight of the current selected merc?
|
||
|
||
If you have not choosen Full or Debug tooltip level (SOLDIER_TOOLTIP_DETAIL_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.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips nur dann verfügbar sein, wenn der Gegner sich in direkter Sichtline des gewählten Söldners befindet?
|
||
|
||
Falls Sie nicht den Modus Komplett oder Debug im SOLDIER_TOOLTIP_DETAIL_LEVEL gewählt haben, werden Tooltips nur dann angezeigt, wenn der Feind in direkter Sichtline des gewählten Söldners und nicht weiter als BASE_SIGHT_RANGE vom ihm entfernt steht.
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Делает подсказку доступной, только если противник находится в поле зрения выбранного мерка
|
||
|
||
Если вы не выбрали Полный или Debug уровень подсказки (SOLDIER_TOOLTIP_DETAIL_LEVEL), подсказка будет видна только для противников, только если они не далее 13 тайтлов и находятся в поле зрения выбранного мерка.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果SOLDIER_TOOLTIP_DETAIL_LEVEL你选择的是1或2,并且如果你关掉这个设置项,那么只有当你和敌人的距离不超过13格并且敌人在你当前佣兵的视野内时,你才能看到他的装备信息。</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_LOCATION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the location?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Position anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке локацию
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>地点信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the brightness?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Helligkeit anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке освещение (яркость)
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>光亮度信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the range to target?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Entfernung zum Ziel anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке дальность до цели
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>目标距离信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_ID" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the id?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die ID anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке id
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>身份信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_ORDERS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the orders?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Befehle anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке приказы
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>次序信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_ATTITUDE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the attitude?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Einstellung anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке отношения
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>姿势信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the APs?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die APs anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке APs
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>行动点数信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_HEALTH" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the health?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Lebensenergie anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке здоровье
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>生命值显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_TRAITS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the traits?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptionen aktiviert werden.
|
||
Sollen die Tooltips die Fertigkeiten anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>技能信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_HELMET" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the head items?
|
||
|
||
Set SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST and SOLDIER_TOOLTIP_DISPLAY_LEGGINGS to FALSE (all 3) to prevent the display of the armor line.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den Kopfschutz anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке шлемы
|
||
|
||
Установите SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST и SOLDIER_TOOLTIP_DISPLAY_LEGGINGS в FALSE (все 3) для предотвращения показа брони.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>头盔信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_VEST" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the vest items?
|
||
|
||
Set SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST and SOLDIER_TOOLTIP_DISPLAY_LEGGINGS to FALSE (all 3) to prevent the display of the armor line.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Weste anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке броники
|
||
|
||
Установите SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST и SOLDIER_TOOLTIP_DISPLAY_LEGGINGS в FALSE (все 3) для предотвращения показа брони.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>背心信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_LEGGINGS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the leg items?
|
||
|
||
Set SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST and SOLDIER_TOOLTIP_DISPLAY_LEGGINGS to FALSE (all 3) to prevent the display of the armor line.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den Beinschutz anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке поножи
|
||
|
||
Установите SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST и SOLDIER_TOOLTIP_DISPLAY_LEGGINGS в FALSE (все 3) для предотвращения показа брони.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>绑腿信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the head slot 1 items?
|
||
|
||
Set SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 and SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 to FALSE to prevent the display of the NVG and gas mask lines.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den Kopfslot 1 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предметы, одетые в 1 слот головы
|
||
|
||
Установите SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 и SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 в FALSE (все 3) для предотвращения показа линейки NVG и противогазов.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>头部装备槽1信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the head slot 2 items?
|
||
|
||
Set SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 and SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 to FALSE to prevent the display of the NVG and gas mask lines.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den Kopfslot 2 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предметы, одетые во 2 слот головы
|
||
|
||
Установите SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 и SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 в FALSE (все 3) для предотвращения показа линейки NVG и противогазов.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>头部装备槽2信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_WEAPON" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the weapon item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Waffe anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке оружие
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>武器信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_OFF_HAND" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the off hand item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips die Nebenhand anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предметы в руках
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>副手物品信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 1 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 1 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет в 1 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽1信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 2 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 2 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет во 2 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽2信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 3 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 3 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет в 3 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽3信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 4 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 4 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет в 4 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽4信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 5 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 5 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет в 5 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽5信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 6 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 6 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет в 6 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽6信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Should the tooltips display the big slot 7 item?
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
||
Sollen die Tooltips den großen Slot 7 anzeigen?
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
To use this option, tooltips must be enabled in the game options screen.
|
||
Позволяет показывать в подсказке предмет в 7 большом слоте
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>大物品槽7信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_DYNAMIC_TOOLTIP_RANGE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If set to TRUE, the range at which tooltips are allowed is dynamic.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>射程信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="DYNAMIC_TOOLTIP_RANGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="5">
|
||
<Description_ENG>
|
||
If ALLOW_DYNAMIC_TOOLTIP_RANGE is set to TRUE, this value determines the distance (compared to sight-range) at which tooltips are allowed.
|
||
100 = Tooltips are allowed at normal sight-range.
|
||
50 = (Default) Tooltips are allowed at half sight-range.
|
||
etc.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>射程修正信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If set to TRUE, the amount of information shown by the tooltips increases gradually as you get closer to your target.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>等级信息显示在士兵的装备信息里?</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Gameplay Settings">
|
||
<Description_ENG>
|
||
The settings in this section alter the rules of the TACTICAL game, equally for enemies and mercs.
|
||
They have the potential to radically change the WAY THE GAME IS PLAYED, rather than simply changing the actual difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
这里的设置改变游戏战术规则(包括敌兵和佣兵)。
|
||
他们有可能从根本上改变了该游戏的玩法,而不是简单地改变实际困难。
|
||
</Description_CHI>
|
||
<Properties>
|
||
<Property name="ALLOW_WALKING_WITH_WEAPON_RAISED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Allow walking and sidesteps with raised weapons?</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="WEAPON_RESTING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if in crouched position?
|
||
This basically gives you the boni you would get if in prone position, while you're in crouched position and behind a crate etc.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="WEAPON_RESTING_DISPLAY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
|
||
unfamiliar with the feature)</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="WEAPON_RESTING_PRONE_BONI_PERCENTAGE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>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.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="USE_SCOPE_MODES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical).
|
||
Info: To see the difference field of views for the scopes, enable the mercenary-view by pressing SHIFT + V.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="DISPLAY_SCOPE_MODES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Allow display of scope modes on weapons in tactical.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="EXTERNAL_FEEDING" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="2" interval="1">
|
||
<Description_ENG>
|
||
Allow feeding a gun from external sources.
|
||
0 = no eternal feeding
|
||
1 = external feeding from the hands of other mercs
|
||
2 = 1 + we can feed our own gun from dedicated slots from dedicated vests
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="INITIAL_MERC_ARRIVAL_LOCATION" datatype="numeric" minvalue="1" maxvalue="4000000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set the grid number location where new hired merc arrive in the destination sector after you hired them.
|
||
The JA2 default grid number is 4870.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
Set the grid number location where new hired merc arrive in the destination sector after you hired them.
|
||
The JA2 default grid number is 4870.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MAXIMUM_POSSIBLE_CTH" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Set the maximum possible "Chance to Hit" with any shot.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Устанавливает максимальный возможный "шанс на попадание"</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>命中率最高为百分之多少?(再nb的人,还是会有1%的可能射失。)</Description_CHI>
|
||
</Property>
|
||
<Property name="MINIMUM_POSSIBLE_CTH" datatype="numeric" minvalue="0" maxvalue="99" defaultvalue="0" interval="1">
|
||
<Description_ENG>Set the minimum possible "Chance to Hit" with any shot.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Устанавливает минимальный возможный "шанс на попадание"</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
命中率最低为百分之多少?
|
||
(注意:此项设为0时,理论上最低命中率为0%。但事实上,即使你打出一发理论上命中率为0的子弹,你依然有百分之零点几的可能能击中目标——你可以把它归结为RP问题。这个百分之零点几到底为多大呢?参考下一项。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MINIMUM_CTH_DIVISOR" datatype="numeric" minvalue="1" maxvalue="30000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Use this to set the minimum CTH of any shot to a value between 0 and 1. "MINIMUM_POSSIBLE_CTH" must be set to 0 for this to work.
|
||
The minimum CTH is: 1 in every (x*100) bullets, where X is the value you set here.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
最低命中率公约数。("MINIMUM_POSSIBLE_CTH" 必须设为 0 才有效)
|
||
这一项设为10时,表示你有1/(10*100)的可能打中一发理论上命中率为0的子弹。
|
||
默认为100,表示你有1/(100*100)的可能打中一发理论上命中率为0的子弹。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="REALISTIC_TRACERS" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set the behaviour of the new Tracer Bullet system.
|
||
0 = JA2 1.13 Default. Tracer magazines reduce the gun's auto/burst penalty. Every bullet in a Tracer magazine causes a lightpath.
|
||
1 = Realistic Tracers. Only specific bullets in the magazine will show a lightpath, and they will "bump" the Chance-to-Hit up for all subsequent bullets in the same attack. Loading the tracer magazine into the gun does NOT reduce its burst/auto penalty.
|
||
2 = Semi-Realistic Tracers. Same as option #1, but the tracer magazine also reduces the gun's auto/burst penalty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Устанавливает поведение новой системы трассеров.
|
||
0 = ja2 1.13. По умолчанию - трассеры уменьшают штраф за стрельбу очередями.
|
||
1 = Реалистичные трассеры. Только отдельные патроны в магазине являются трассерами, они увеличивают шанс на попадание в последующих атаках, но не уменьшают штраф на стрельбу очередями.
|
||
2 = Полу-реалистичные трассеры. И то и другое.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
曳光弹模式:
|
||
0 = 关闭曳光弹模式。
|
||
1 = 真实模式。弹夹中混杂着曳光弹。碰到曳光弹那一发命中率为提升一段。
|
||
2 = 相当于每一发都是曳光弹。命中率提升,并且减少武器的连射惩罚。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_BULLETS_PER_TRACER" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determine the ratio between tracer bullets and normal bullets, in a Tracer Magazine. The ratio is 1 tracer to every X normals, where X is the value you set here.
|
||
Requires REALISTIC_TRACERS to be set to 1 or 2.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Определяет частоту трассеров в магазине. </Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
正常子弹和曳光弹的比例
|
||
0 表示无曳光弹
|
||
1 表示每发子弹都是曳光弹
|
||
2 表示每两发当中有一发为曳光弹
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_BUMP_PER_TRACER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Set the "Chance-to-Hit" bonus that a tracer bullet bestows on ALL other bullets that follow it, in a single autofire volley.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Устанавливает бонус к шансу на попадание для ВСЕХ последующих пуль в отдельной очереди.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>发射曳光弹时命中率提升多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_RANGE_FOR_TRACER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.</Description_CHI>
|
||
</Property>
|
||
<Property name="RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determine the effect of range to target on calculating how high your CTH can go above its original value when using tracer ammo. Increase this value to make tracers less useful at long range. Decrease to make tracers more useful at long range.
|
||
0 = Tracers can increase CTH indefinitely. The more you fire, the more accurate you are.
|
||
3 = HAM Default. At a range of about 30 tiles, tracers can only increase your CTH back to its original value.
|
||
See also REALISTIC_TRACERS.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
距离对曳光弹的影响。数值越大,在相同距离上你通过曳光弹得到的命中率提升最大值就越小。
|
||
打个比方本来在30格距离上我通过曳光弹最大能得到100%的命中率提升,调大这个数值后同样距离上我可能最大只能得到70%的命中率提升。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="INCREASE_AIMING_COSTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, adding Extra Aiming to a single shot costs more APs than normal. The extra cost is based on the type of scope (if any) you are using, and the number of "aiming levels" you want to add.
|
||
If set to FALSE, the game defaults to 4AP normal, 6AP with a Battle Scope (7x), and 8AP with a Sniper Scope (10x).
|
||
Both can be completely toggled off using the in-game Options Menu. In that case, all aiming levels cost 4AP.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
设为TRUE,精瞄时比平常耗费更多的AP。这个基于你所用的瞄准镜类型和你所增加的“瞄准等级”数。
|
||
设为FALSE,游戏默设为一般 4AP,7倍镜为 6AP,10倍镜为 8AP。
|
||
这两项可以在游戏选项设置里完全关闭。在这种情况下,所有瞄准等级耗费 4AP。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_EXTRA_AIM_LEVELS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="1" interval="1">
|
||
<Description_ENG>Basic setting to allow more than 4 aiming clicks for any gun</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>允许每把枪都精瞄4次以上?</Description_CHI>
|
||
</Property>
|
||
<Property name="FIRST_AIM_READY_COST_DIVISOR" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When INCREASE_AIMING_COSTS = TRUE, this setting determines what fraction of your gun's "Ready Time" must be paid whenever you want to take an aimed shot. This setting is a divisor, so the amount of APs you must pay equals READY TIME / X, where X is the value you set here.
|
||
0 = No extra aiming charge based on ready time.
|
||
1 = Pay the full ready time for every aimed shot.
|
||
2 = Pay half the ready time for every aimed shot.
|
||
And so on. Please note: results are rounded down.
|
||
The actual costs for each level are defined in APBPConstants.INI.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
当 INCREASE_AIMING_COSTS = TRUE,第一次精瞄耗费4+举枪AP的一部分。
|
||
0 表示不加举枪AP
|
||
1 表示每次射击都加举枪AP
|
||
2 表示举枪AP除以2
|
||
以此类推。注意:结果四舍五入。
|
||
游戏从APBPConstants.ini读取每次精瞄耗费的行动点数。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AUTOFIRE_TOHIT_BONUS_MULTIPLIER" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DYNAMIC_AIMING_LIMITS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
When set to TRUE, the number of "extra aiming levels" possible is determined by the weapon type, scope type, and whether or not a bipod is being used.
|
||
In general, pistols allow no more than 2 extra aiming levels. Only scoped sniper rifles with a bipod in prone stance allow 8 aiming levels!
|
||
Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
动态限制精瞄次数?
|
||
设为TRUE时,不同类型的枪有不同的基础精瞄次数,然后根据有没有加瞄准镜、有没有加支架又能得到额外的精瞄机会。
|
||
手枪在不加瞄准镜的情况下只能精瞄一次,是最少的。加了超大威力瞄准镜和支架的狙击枪能精瞄8次,最多。自动步枪不加瞄准镜和支架能精瞄两次。
|
||
设为FALSE时,每把枪都至少能精瞄4次。加瞄准镜能精瞄更多。
|
||
注意:使用此项必须把“ALLOW_EXTRA_AIM_LEVELS”设为TRUE。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AIM_LEVELS_DEPEND_ON_DISTANCE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
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).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AIM_LEVELS_COMPATIBILITY_OPTION" datatype="numeric" minvalue="-10000" maxvalue="10000" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
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).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
From what aiming bonus a scope is considered very high power (Sniper Scope 10x).
|
||
|
||
This value determines 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.
|
||
"Very High Power" scopes will get a maximum of 8 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
From what aiming bonus a scope is considered very high power (Sniper Scope 10x).
|
||
|
||
This value determines to what group a scope belongs to.
|
||
Scopes are separated in groups by the aimbonus they give per click.
|
||
|
||
当 DYNAMIC_AIMING_LIMITS 设为 TRUE, 超大威力瞄准镜能够提供最多8次精瞄。(当然还要考虑到武器种类和有无支架)
|
||
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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="HIGH_POWER_SCOPE_AIM_THRESHOLD" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
From what aiming bonus a scope is considered high power (Battle Scope 7x).
|
||
|
||
This value determines 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 get a maxium of 7 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
From what aiming bonus a scope is considered high power (Battle Scope 7x).
|
||
|
||
This value determines to what group a scope belongs to.
|
||
Scopes are separated in groups by the aimbonus they give per click.
|
||
|
||
当 DYNAMIC_AIMING_LIMITS 设为 TRUE, 超大威力瞄准镜(Sniper Scope 10x)能够提供最多8次精瞄。
|
||
大威力瞄准镜(Battle Scope 7x)能够提供最多7次精瞄(当然还要考虑到武器种类和有无支架)
|
||
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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MEDIUM_POWER_SCOPE_AIM_THRESHOLD" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
From what aiming bonus a scope is considered medium power (ACOG 10x).
|
||
|
||
This value determines 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.
|
||
"Medium Power" scopes get a maxium of 6 aimclicks.
|
||
The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
|
||
You don't need to change this unless you change the aiming bonus that scopes give.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
From what aiming bonus a scope is considered medium power (ACOG 10x).
|
||
|
||
This value determines to what group a scope belongs to.
|
||
Scopes are separated in groups by the aimbonus they give per click.
|
||
|
||
当 DYNAMIC_AIMING_LIMITS 设为 TRUE, 超大威力瞄准镜(Sniper Scope 10x)能够提供最多8次精瞄。
|
||
中威力瞄准镜(ACOG 10x)能够提供最多6次精瞄(当然还要考虑到武器种类和有无支架)
|
||
You don't need to change this unless you change the aiming bonus that scopes give.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AI_SNIPER_RESTRICT_TO_ELITE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
If 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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AI_SNIPER_MIN_RANGE" datatype="decimal" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>This is the minium weapon range for a weapon to be valid as a "sniper weapon".</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>This is the minium weapon range for a weapon to be valid as a "sniper weapon".</Description_CHI>
|
||
</Property>
|
||
<Property name="AI_SNIPER_CHANCE" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming other criteria are met.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>This is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming other criteria are met.</Description_CHI>
|
||
</Property>
|
||
<Property name="AI_SNIPER_CHANCE_WITH_SR" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming other criteria are met.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>This is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming other criteria are met.</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_PENALTY_FOR_TARGET_MOVEMENT" datatype="decimal" minvalue="0" maxvalue="255" defaultvalue="0" interval="0.5">
|
||
<Description_ENG>How much Change to hit (CTH) is lost when firing at a target, for each tile the target has moved so far?</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>对着跑动中的目标射击时,命中率会降低。降低多少取决于目标在本回合跑了多少格。目标每跑一格命中率降低2.5%</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_CTH_PENALTY_FOR_MOVING_TARGET" datatype="numeric" minvalue="0" maxvalue="300" defaultvalue="0" interval="1">
|
||
<Description_ENG>How much Change to hit (CTH) can be lost in total due to the movement of your target?</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>射击跑动中的目标时命中率最多降低多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="CHANCE_BLINDED_BY_HEADSHOT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This feature adds a certain chance that a critical headshot will also render the target blind for several turns. The chance is a percentage (of 100).
|
||
Please note that the number of blindness turns is based on the damage done by the shot, at a rate of 1 turn of blindness per 10 damage points.
|
||
0 = Disabled.
|
||
50 = About half of all critical headshots will cause blindness.
|
||
100 = Every critical headshot causes blindness.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
被打中头部时多大可能会失明?
|
||
0 = 关闭.
|
||
50 = 一半几率导致失明.
|
||
100 = 每一发都导致失明.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CRITICAL_LEGSHOT_CAUSES_AP_LOSS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When activated, any character who is hit in the legs and knocked down will lose an additional number of APs, based on how much damage was done by the attack. Use the APBPConstants.INI value called "AP_LOSS_PER_LEGSHOT_DAMAGE" to determine how many APs are lost per 1 damage point.
|
||
Please note that leg damage is usually very low (4-8 points is common) even when it does cause knock-downs.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>打开此项的话,打中腿部时严重的话会减少目标的行动点数。减少多少行动点数取决于造成的伤害。</Description_CHI>
|
||
</Property>
|
||
<Property name="CAN_JUMP_THROUGH_WINDOWS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>When activated, your mercs can jump through open windows by pressing 'j'.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>打开此项,佣兵能按“j”键翻窗户(窗户必须是打开的)。</Description_CHI>
|
||
</Property>
|
||
<Property name="CAN_CLIMB_ON_WALLS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>When activated, your mercs can climb on walls (that have 2 floors like buildings) by pressing 'j'.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>打开此项,佣兵能爬到墙上或篱笆上(在距离墙或篱笆2格时按“j”键)</Description_CHI>
|
||
</Property>
|
||
<Property name="INDIVIDUAL_HIDDEN_PERSON_NAMES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>When activated, you can set which person names should be hidden in Tactical in the file 'TableData\HiddenNames.xml'.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
现在你跟NPC对话之前,NPC的名字是显示为问号的。对话之后NPC头上才会显示他的名字。
|
||
打开此项的话,你可以在TableData\HiddenNames.xml中单独设置每个NPC头上在对话之前显示什么。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="INDIVIDUAL_ENEMY_NAMES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
|
||
If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
打开此项,敌人头上会显示名称。你可以在 TableData\EnemyNames.xml 里设置某个地区的敌人头上显示什么名称。
|
||
如果你设置为TRUE,下一项的 INDIVIDUAL_ENEMY_RANK 必须设置为 FALSE
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="INDIVIDUAL_ENEMY_RANK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
|
||
If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
打开此项,敌人头上会显示军衔。TableData\EnemyRank.xml里规定好了敌人等级和军衔的关系。
|
||
如果你设置为TRUE,上一项的 INDIVIDUAL_ENEMY_NAMES 必须设置为 FALSE
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="INDIVIDUAL_CIVILIAN_NAMES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>打开此项的话,你可以在TableData\CivGroupNames.xml中设置平民头上显示的名称。</Description_CHI>
|
||
</Property>
|
||
<Property name="CAMO_REMOVING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="1" interval="1">
|
||
<Description_ENG>
|
||
If this is set to TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
|
||
rags to completely erase the camo.
|
||
This is important for Camouflaged/Ranger traits.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果此项设置为TRUE,那你可以用一种迷彩油覆盖掉另一种不同的迷彩油(例如丛林迷彩油覆盖掉沙漠迷彩油)。
|
||
你也可以用破布来完全擦除身上的迷彩油。
|
||
这对有游侠技能的人很重要。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENHANCED_CLOSE_COMBAT_SYSTEM" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
开启STOMP的肉搏系统?
|
||
|
||
STOMP的肉搏系统包括很多新特色,比如:
|
||
|
||
* 攻击头部时的命中率更低,但造成的伤害更大
|
||
* 攻击腿部时的命中率更高,但只造成一半的伤害
|
||
* 对躺倒在地的敌人造成更大的伤害
|
||
* 当你从背后攻击一个没有发现你的敌人时能造成更大的伤害
|
||
* 精瞄的近战攻击比之前耗费较少的行动点数。如果你有武术或肉搏技能,精瞄后的攻击为“会心一击”,拥有武术技能的人还会踢出回旋踢。
|
||
* 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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS" datatype="numeric" minvalue="0" maxvalue="5000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When you complete 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' * '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!!! )
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
当你完成游戏中的任务时,该地区中所有清醒的佣兵都会得到一定的经验值作为奖励。经验值等于任务难度乘以此项数值。
|
||
此项设为0的话相当于没有经验值。100是推荐的数值,最高可以设到5000。
|
||
|
||
(提供经验值的任务包括:Enrico的信,从Drassan要粮食,杀死恐怖分子,帮Kingpin抢圣杯,帮Yanni夺回圣杯,偷Kingpin藏起来的钱,
|
||
找到Joey,营救Maria,被囚禁在Alma(越狱?),在Meduna被审讯(这也算任务?),霰弹帮,找实验室,组装机器人,清理血猫巢穴,
|
||
找到Gabby,从异形女王身上取得生物胶,寻找直升机驾驶员,护送Skyrider,解救Dynamo,护送美国游客,解救 Drassan的孩子们,
|
||
实现那个谁的皮衣店梦,招募Miguel,打赢三场拳击赛给Kingpin留下印象,杀死女王。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SOLDIERS_ALWAYS_WEAR_ANY_ARMOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
民兵和敌人是否一定会穿着头盔、防弹衣和防弹裤?
|
||
打开此项的话,民兵和敌人一定会穿齐三样防弹装备。
|
||
关闭此项的话,像以往一样,有的民兵和敌人可能不穿防弹装备或只穿其中的一两件。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ROBOT_NO_READYTIME" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Should the robot be exempt from paying ready costs?
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="BASIC_PERCENTAGE_APS_REGISTERED" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
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)
|
||
INFO: Improved Interrupt System must be enabled on game-start screen.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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).
|
||
INFO: Improved Interrupt System must be enabled on game-start screen.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="BASIC_REACTION_TIME_LENGTH" datatype="numeric" minvalue="5" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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).
|
||
INFO: Improved Interrupt System must be enabled on game-start screen.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_COLLECTIVE_INTERRUPTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
INFO: Improved Interrupt System must be enabled on game-start screen.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend).
|
||
INFO: Improved Interrupt System must be enabled on game-start screen.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Cover System Settings">
|
||
<Description_ENG>These settings change the behavior of the new Cover Display System.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>战术隐蔽系统设置。</Description_CHI>
|
||
<Properties>
|
||
<Property name="COVER_SYSTEM_STEALTH_TRAIT_VALUE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
字面翻译:除了你佣兵自身的潜行值和装备提供的潜行值外,每一级潜行技能能提供多少点潜行值。默认是一级提供15点。至于佣兵自身的潜行值应该跟属性、等级有关吧(猜测)
|
||
简而言之:调高这个,潜行技能会更有效。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_STEALTH_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This tell how much a stealth value of 100 will decrese the sight range of an enemy (in percentage).
|
||
50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
字面翻译:佣兵的“潜行值”达到100时,能减少敌人多少的视野?
|
||
50表示一个“潜行值”为100的佣兵能将敌人的视野减少到50%。(具体效果在游戏中按end键可以查看敌人的视野)
|
||
简而言之:调高这个,潜行技能、夜行服等能提供潜行增幅效果的东西就更有效。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is similar to the STEALTH_EFFECTIVENESS, 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>字面翻译:与上一项类似。迷彩值为100%的佣兵在相应环境中能减少敌人多少的视野?简而言之:调高这个,迷彩服和迷彩油就更有效。</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_STANCE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>卧倒时减少10%你的视野。</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_LBE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>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.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果你背着战斗背包以及大背包、拿着两把装满附件的狙击枪、包里还放着第三把狙击枪时,你的视野会减少50%</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_MOVEMENT_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Running around crazy will give you a penalty of up to 50% (default).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
是指你跑来跑去的话会得到50%的惩罚。ini里写得比较笼统,但是根据我个人的经验,你跑来跑去的话,敌人会更容易看见你。
|
||
具体效果你可以打开敌人的视野,然后在他视野外面点的地方跑来跑去,你会发现本来是黄色或橙色的地方渐渐都变成红色了。
|
||
意思是本来你在这些地方蹲着或趴着的话敌人不会看见你,但你这么一跑,在这些地方敌人就能看见你了。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_TREE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
The cover system automaticly calculates how dense an object it.
|
||
This will tell you how much percent of vision should be decreased if the object is 100% dense, and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full).
|
||
If you put it to a realistic setting, where solid stuff always blocks enemy views, view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这个参数举个例子可能比较好理解,一堵墙是100%的效果,也就是说这边的人完全看不到那边的人。那么默认的30就可以理解为一棵树相当于一堵30%透明度的墙在那里。</Description_CHI>
|
||
</Property>
|
||
<Property name="COVER_SYSTEM_UPDATE_DELAY" datatype="numeric" minvalue="-1" maxvalue="10000" defaultvalue="0" interval="100">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>表示cover display多久刷新一次,默认一秒钟刷新两次,这个就不要动它了。</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Suppression Fire Settings">
|
||
<Description_ENG>
|
||
These settings activate and control the HAM Suppression Fire system. With this system activated, bullets can cause a target to lose APs even if they don't hit. Depending on your settings, they can also cause the target to become useless in a firefight, but also harder to hit!
|
||
The idea, in battle, is to suck out an enemy's APs so that he/she can't move at all during their next turn! This can also happen to your mercs, which necessitates using completely different tactics than in "vanilla" 1.13.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>战术火力压制设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="SUPPRESSION_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Sets the overall power of suppression-fire. Basically determines how much AP loss is caused by suppression fire, which affects everything else as well.
|
||
This is a percentage value.
|
||
0 = Suppression is completely disabled.
|
||
100 = Full effectiveness.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Устанавливает эффективность подавления в процентах.
|
||
0 = Подавление полностью отключено.
|
||
100 = Полностью эффективно.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
火力压制的总体效果。
|
||
0表示关闭火力压制系统。
|
||
100表示火力压制系统完全激活。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SUPPRESSION_TOLERANCE_MAX" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Maximum Suppression Tolerance value a character can have. Suppression Tolerance helps resist the effects of suppression.
|
||
A high value here may allow some characters to become very resistant to suppression!
|
||
NOTE: You'll cause problems if you set SUPPRESSION_TOLERANCE_MIN to a value greater then SUPPRESSION_TOLERANCE_MAX.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
佣兵对火力压制的最大抗性。
|
||
注意:如果你设置 SUPPRESSION_TOLERANCE_MIN 的值大于 SUPPRESSION_TOLERANCE_MAX 的值将产生问题!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SUPPRESSION_TOLERANCE_MIN" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Minimum Suppression Tolerance value a character can have.
|
||
A low value here may allow some low-level characters to get "pinned down" by just a few bullets flying their way.
|
||
NOTE: You'll cause problems if you set SUPPRESSION_TOLERANCE_MIN to a value greater then SUPPRESSION_TOLERANCE_MAX.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
佣兵对火力压制的最小抗性。
|
||
注意:如果你设置 SUPPRESSION_TOLERANCE_MIN 的值大于 SUPPRESSION_TOLERANCE_MAX 的值将产生问题!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NEARBY_FRIENDLIES_AFFECT_TOLERANCE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>When set to TRUE, a character's Suppression Tolerance will affected by the condition and leadership skill of nearby friendly combatants. High-leadership and/or high-level friendlies that are close enough will increase a character's tolerance, while nearby dead friendlies will reduce tolerance.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>对火力压制的抗性会受身边别的佣兵的领导、等级、技能的影响?</Description_CHI>
|
||
</Property>
|
||
<Property name="TILES_MOVED_PER_BONUS_TOLERANCE_POINT" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines how many tiles a character must move per +1 tolerance bonus.
|
||
0 = No tolerance bonus from movement.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>回合中佣兵每移动多少格会增加1点对火力压制的抗性?(大概觉得跑起来了不太容易被打中吧)</Description_CHI>
|
||
</Property>
|
||
<Property name="SUPPRESSION_SHOCK_INTENSITY" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
被火力压制得较猛时人物可能会处于Shock(恐慌)状态。这一项决定火力压制和Shock之间的关系。
|
||
100表示火力压制造成正常的100%的Shock效果。
|
||
增大这一项的话火力压制更容易让目标陷入Shock(恐慌)状态。
|
||
200表示很多了。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_SUPPRESSION_SHOCK" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the absolute maximum number of shock points a character may have.
|
||
(Shock negatively affects accuracy, but makes the character harder to hit)
|
||
SUPPRESSION_SHOCK_EFFECTIVENESS must be set above 0 for this to have any effect.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>有一个Shock值用来衡量人物所处的Shock(恐慌)状态。被火力压制时目标最大能获得几点Shock值?</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_PENALTY_PER_TARGET_SHOCK" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When a character is shooting at a SHOCKED target, he/she loses CTH proportionally to how shocked the target is.
|
||
The formula is: CTH LOST = Target Shock Points * X, where X is the value of this setting.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
目标处于Shock状态时,对你来说反倒难以打中。Shock值越高,越难以打中。每一点Shock值减少多少命中率?
|
||
公式为:CTH LOST = Target Shock Points * X, where X is the value of this setting.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_CTH_PENALTY_FOR_TARGET_SHOCK" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
The maximum possible CTH you can lose when shooting at a Shocked target.
|
||
See also CTH_PENALTY_PER_TARGET_SHOCK.
|
||
0 = No limit!.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>接上一项。命中率最多能下降多少?30表示最多能下降30%,0表示无限大。</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When shooting at a Prone, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
hen shooting at a Prone, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When shooting at the HEAD of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
When shooting at the HEAD of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When shooting at the TORSO of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
When shooting at the TORSO of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When shooting at the LEGS of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
When shooting at the LEGS of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
||
1 = Full penalty!
|
||
2 = Half penalty.
|
||
And so on.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY" datatype="numeric" minvalue="10" maxvalue="6000" defaultvalue="0" interval="1">
|
||
<Description_ENG>The range (in METERS) at which a shooter receives the full penalty for firing at a Shocked target. As you get closer than this, the penalty gradually diminishes.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Расстояние в метрах, на котором стрелок получает полное пенальти при стрельбе по укрывшейся цели.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>命中率的下降还跟你和目标之间的距离有关。在100米(也就是游戏中的10格)以外,你受的影响如上所述。100米以内你受的影响开始变小,命中率开始回升。</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_CTH_PENALTY_FROM_SHOCK" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>A Shocked character loses some accuracy on any ranged attack (proportional to his current Shock level). This is the absolute maximum CTH you can lose from this effect.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>处于Shock状态的人物虽然难以被击中,但他自己也难以打中别人。每一点Shock值都会让他的命中率下降5%(不管他距离目标多近)。此项决定处于Shock状态的人物的命中率最多会下降多少。</Description_CHI>
|
||
</Property>
|
||
<Property name="SHOCK_REDUCES_SIGHTRANGE" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When activated, this feature causes "Shocked" characters to lose some or all of their sight, based on exactly how much suppression shock they've accumulated. You can set them to lose sightrange, gain tunnel vision, or both.
|
||
At full shock, the character will be next to blind until those shock points dissipate.
|
||
0 = Disabled.
|
||
2 = Shocked characters lose sight-range.
|
||
3 = Shocked characters get tunnel-vision.
|
||
1 = Shocked characters lose sightrange AND get tunnel-vision.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
处于Shock状态的人物的视野会受到影响。
|
||
0 = 不受影响
|
||
2 = 视野变近
|
||
3 = 视野变窄(出现隧道视野)
|
||
1 = 2和3同时生效
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE" datatype="numeric" minvalue="0" maxvalue="24" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When characters reach a certain level of Suppression Shock, they are considered "Cowering". When this happens, they become even less resistant to suppression fire!
|
||
This value determines how many Tolerance points are lost when a character is Cowering.
|
||
0 = Disable this effect.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
值为4时表示当人物处于Cowering状态(即完全Shock状态)时,人物对火力压制的抗性会减少4。火力压制对他的效果会更大。也就是说一旦被压制住,就很难翻身了。
|
||
NOTE: This is not a recommended setting unless you've activated HAM's Suppression Fire system.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AI_SUPPRESS_MIN_MAG_SIZE" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
This tells the AI the minimum mag size of the weapon before suppression will be considered.
|
||
Setting the magazine size to 0 will mean the AI will try to use suppression on every weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
This tells the AI the minimum mag size of the weapon before suppression will be considered.
|
||
Setting the magazine size to 0 will mean the AI will try to use suppression on every weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AI_SUPPRESS_MIN_AMMO_REMAINING" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>This tells the AI minimum remaining ammo the weapon must have to be valid for suppression.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>This tells the AI minimum remaining ammo the weapon must have to be valid for suppression.</Description_CHI>
|
||
</Property>
|
||
<Property name="INCREASE_AI_WILLINGNESS_TO_SUPPRESS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Set this to TRUE to make AI characters more likely to use autofire, both within eyesight and from far away. Also decreases the chance of enemies running away from battle.
|
||
NOTE: This is not a recommended setting unless you've activated HAM's Suppression Fire system.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>При включении AI чаще использует автоматический огонь, в том числе издалека и не в прямой видимости. Также увеличивается шанс сбегания противника из боя. Не рекомендуется включать, если вы используете HAM's Suppression Fire system</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
敌人会更多得采取火力压制?
|
||
NOTE: This is not a recommended setting unless you've activated HAM's Suppression Fire system.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="EXPLOSIVE_SUPPRESSION_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When this is set above 0, all blast-type explosives (Grenades, bombs, flashbangs, anything that has a blast effect) will cause suppression. This value controls how effective that suppression is, by percentage.
|
||
0 = JA2 Default. No suppression from explosives.
|
||
100 = Full Explosive Suppression.
|
||
Note that suppression acts a little BEYOND the blast-radius!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
用爆炸物来进行火力压制的总体效果。
|
||
0 = JA2 默认. 爆炸物没有压制效果.
|
||
100 = Full Explosive Suppression.
|
||
Note that suppression acts a little BEYOND the blast-radius!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NOTIFY_WHEN_PINNED_DOWN" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Suppression fire can suck out a character's APs so badly, that they start losing APs off their NEXT TURN.
|
||
When this setting is TRUE, a message will appear whenever a character lost his entire AP supply for the next turn (usually this happens at -80 AP).
|
||
Such a character will be unable to move or perform any action during his next turn, making it safer to approach and kill that character.
|
||
The message displayed is "X is Pinned Down!" where X is the name of the character.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>当敌人的行动点数被压制到-80(也就是下回合无法行动)时,屏幕上要显示提醒信息吗?</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_DISTANCE_FRIENDLY_SUPPRESSION" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines the maximum distance (in METERS!) at which characters are immune to suppression effects from friendly fire. Beyond this distance, they will suffer suppression normally from shots fired by their own teammates.
|
||
30 = JA2 Default.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
决定佣兵在多少距离上可能被友军火力压制。30表示30米,也就是3格。
|
||
30 = JA2 默认值.
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Weather Settings">
|
||
<Description_ENG>These settings change the appearance and gameplay effects of various weather conditions, like Rain and Lightning storms.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>天气设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="ALLOW_RAIN" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, it enables the chance of rainfall and lightning storms.
|
||
If set to FALSE, rain and lightning storms will never appear in the game.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
游戏中有下雨天吗?
|
||
请注意,降雨强度是由程序随机决定。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="RAIN_CHANCE_PER_DAY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
The chance per day (0 - 100%) for rain to occur. When a rain storm starts, it will rain in every sector on the map.
|
||
Note that the intensity of rain is randomally decided by the program.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>下雨的几率</Description_CHI>
|
||
</Property>
|
||
<Property name="RAIN_MIN_LENGTH_IN_MINUTES" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>The minimum length of a rain storm, in minutes.</Description_ENG>
|
||
<Description_GER>Dieser Wert bestimmt die minimale Dauer eines Wolkenbruchs (in Spielminuten).</Description_GER>
|
||
<Description_RUS>Минимальная длительность дождя в минутах</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果下雨,最短下多久?单位:分钟</Description_CHI>
|
||
</Property>
|
||
<Property name="RAIN_MAX_LENGTH_IN_MINUTES" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>The maximum length of a rain storm, in minutes.</Description_ENG>
|
||
<Description_GER>Dieser Wert bestimmt die maximale Dauer eines Wolkenbruchs (in Spielminuten).</Description_GER>
|
||
<Description_RUS>Максимальная длительность дождя в минутах</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果下雨,最长下多久?单位:分钟</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_RAIN_DROPS" datatype="numeric" minvalue="10" maxvalue="150" defaultvalue="0" interval="1">
|
||
<Description_ENG>The maximum number of rain drops. For slow CPUs decrase this value.</Description_ENG>
|
||
<Description_GER>Die maximale Zahl an Regentropfen. Verringern Sie diesen Wert auf langsamen Rechnern.</Description_GER>
|
||
<Description_RUS>Максимальное количество капель. Для слабых процессоров рекомендуется снизить.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>雨滴的最大数量。</Description_CHI>
|
||
</Property>
|
||
<Property name="WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
While fighting in the rain, this is a percentage-based reduction of any GUN-type weapon's reliability value.
|
||
If set to more than 0, GUN-type weapons will deteriorate more rapidly, and are more prone to jamming.
|
||
Note that if ALLOW_LIGHTNING=TRUE, a lightning storm gives twice this penalty (Rain Intensity = 2).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>影响下雨天武器状态下降的速度以及故障率。越高越糟。</Description_CHI>
|
||
</Property>
|
||
<Property name="BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY" datatype="decimal" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
While fighting in the rain, this is a percentage-based reduction to the speed of regaining one's breath points (stamina).
|
||
If set to more than 0, characters will have trouble getting their breath points back quickly.
|
||
Note that if ALLOW_LIGHTNING=TRUE, a lightning storm gives twice this penalty (Rain Intensity = 2).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>下雨天精力回复速度要慢上百分之多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
While fighting in the rain, this is a percentage-based reduction of every character's vision distance.
|
||
If set to more than 0, characters fighting in rain will not see as far away as they normally do. It applies both during the day and the night!
|
||
Note that if ALLOW_LIGHTNING=TRUE, a lightning storm gives twice this penalty (Rain Intensity = 2).
|
||
0 = No decrase of the visual distance.
|
||
100 = Characters are practically blind when it's raining!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>雨天减少百分之多少的视野?</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_LIGHTNING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, this allows a certain chance of lightning storms (Rain Intensity = 2).
|
||
ALLOW_RAIN must be set to TRUE for this to work!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
允许闪电?
|
||
ALLOW_RAIN 必须设置为 TRUE 这个设置才有效!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
||
<Description_ENG>This value sets the minimum interval between lightning strikes in real time seconds.</Description_ENG>
|
||
<Description_GER>Dieser Wert bestimmt das minimale Intervall zwischen Blitzen (in realen Sekunden).</Description_GER>
|
||
<Description_RUS>Минимальный интервал между молниями в секундах реалтайма.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>两次闪电之间的最小间隔。单位:现实中的秒</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
||
<Description_ENG>This value sets the maximum interval between lightning strikes in real time seconds.</Description_ENG>
|
||
<Description_GER>Dieser Wert bestimmt das maximale Intervall zwischen Blitzen (in realen Sekunden).</Description_GER>
|
||
<Description_RUS>Максимальный интервал между молниями в секундах реалтайма.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>两次闪电之间的最大间隔。单位:现实中的秒</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
||
<Description_ENG>This value sets the minimum interval between lightnings and thunderclaps in real time seconds.</Description_ENG>
|
||
<Description_GER>Dieser Wert bestimmt das minimale Intervall zwischen Blitzen und Donnergrollen (in realen Sekunden).</Description_GER>
|
||
<Description_RUS>Минимальный интервал между молниями и громом в секундах реалтайма.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>闪电和雷声之间的最小间隔。对游戏其实完全没影响,只是为了符合闪电比雷声先到的自然规律。</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
||
<Description_ENG>This value sets the maximum interval between lightnings and thunderclaps in real time seconds.</Description_ENG>
|
||
<Description_GER>Dieser Wert bestimmt das maximale Intervall zwischen Blitzen und Donnergrollen (in realen Sekunden).</Description_GER>
|
||
<Description_RUS>Минимальный интервал между молниями и громом в секундах реалтайма.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>闪电和雷声之间的最大间隔。对游戏其实完全没影响,只是为了符合闪电比雷声先到的自然规律。</Description_CHI>
|
||
</Property>
|
||
<Property name="DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
||
<Description_ENG>When an enemy is spotted due to lightning in Turn-Based mode, this value determines the length of the pause (in seconds) that the game gives you to get an idea where that enemy is.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果在闪电中看到了敌人,敌人会显示个几秒钟让你看清楚位置。5表示显示5秒钟 </Description_CHI>
|
||
</Property>
|
||
<Property name="CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This value sets the chance that ligntning occurs between turns in percentage.
|
||
0 = Lightning does not occur in turn-based mode.
|
||
100 = Lightning occurs after every turn.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在回合模式下,闪电只会在结束一个回合时发生。这一项决定回合结束后闪电的几率。</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Weapon Overheating Settings">
|
||
<Description_ENG>These settings control the behavior of Weapon Overheating, its severity, and its display.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
<Properties>
|
||
<Property name="OVERHEATING_DISPLAY_THERMOMETER" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="1" interval="1">
|
||
<Description_ENG>If TRUE, a thermometer indicates the current temperature of a gun or barrel. It is coloured to emphasize the temperature.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="100" interval="1">
|
||
<Description_ENG>Starting amount of red colour in the temperature bar.</Description_ENG>
|
||
<Description_GER>Rot-Anteil des Thermometers vor Überhitzung.</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="1.15" interval="0.1">
|
||
<Description_ENG>Replacement barrels lying around all by themself cool down a bit faster by multiplying wih this value.</Description_ENG>
|
||
<Description_GER>Herrenlose Ersatzläufe kühlen durch diesen Multiplikationsfaktor schneller ab.</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="OVERHEATING_SET_ZERO_UPON_NEW_SECTOR" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="1" interval="1">
|
||
<Description_ENG>Should all weapons lying on the floor in a sector be cooled won upon loading a different sector? This does not apply to merc's inventory.</Description_ENG>
|
||
<Description_GER>Sollen alle Waffen auf dem Boden eines Sektors vollständig abgekühlt werden, wenn ein anderer Sektor geladen wird? Gilt nicht für das Inventar von Söldnern.</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Zombie Settings">
|
||
<Description_ENG>In this section you can specify how the dead will raise from their graves.</Description_ENG>
|
||
<Description_GER>In diesem Abschnitt werden Einstellungen für Zombies vorgenommen. Es wird festgelegt, wie sie erschaffen und beseitigt werden können, und wie sie sich verhalten.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
<Properties>
|
||
<Property name="ZOMBIE_RISE_BEHAVIOUR" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>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
|
||
|
||
Note that, in order to rise, even the dead need a head.</Description_ENG>
|
||
<Description_GER>Wie oft kann aus einem Toten ein Zombie entstehen?
|
||
0 - nur einmal, besiegte Zombies bleiben tot
|
||
1 - die Toten stehen für alle Ewigkeit wieder auf....
|
||
2 - es wird zufällig entschieden, ob ein Zombie entstehen kann
|
||
3 - mindetens einmal, danach zufällig
|
||
|
||
Beachte, dass selbst Zombies ihren Kopf benötigen. </Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_SPAWN_WAVES" datatype="boolean" minvalue="0" maxvalue="3" defaultvalue="0" interval="0">
|
||
<Description_ENG>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)?</Description_ENG>
|
||
<Description_GER>Sollen Zombies in Wellen auferstehen (TRUE) oder unabhängig voneinander (FALSE)?</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_RISE_WAVE_FREQUENCY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="60" interval="1">
|
||
<Description_ENG>How often are waves of zombies created? 0 means never, 100 means whenever possible.</Description_ENG>
|
||
<Description_GER>Wie oft werden neue Zombies erzeugt? Ein Wert um die 30 wird empfohlen. Je niedriger der Wert, desto seltener und grösser die Wellen.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_CAN_CLIMB" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Can zombies climb roofs?</Description_ENG>
|
||
<Description_GER>Können Zombies auf Dächer klettern?</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_EXPLODING_CIVS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>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 may still result in deadlocks!
|
||
</Description_ENG>
|
||
<Description_GER>Sollen bestimmte Zombies explodieren können? Im Prinzip nur ein Fix für fehlende Animationen.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>Damage zombies take is reduced by this percentage. Valid values from -50 to 95.</Description_ENG>
|
||
<Description_GER>Zombies erleiden soviel Prozent weniger Schaden. Werte von -50 bis 95.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_BREATH_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>Breah damage zombies take is reduced by this percentage. Valid values from -50 to 95.</Description_ENG>
|
||
<Description_GER>Zombies erleiden soviel Prozent weniger Atemschaden. Werte von -50 bis 95.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_ONLY_HEADSHOTS_WORK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Extra challenge: If TRUE, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though.</Description_ENG>
|
||
<Description_GER>Extra Herausforderung: Nur Kopfschüsse machen Schaden gegen Zombies. Gilt allerdings nur für Kugeln.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_DIFFICULTY_LEVEL" datatype="numeric" minvalue="1" maxvalue="4" defaultvalue="0" interval="1">
|
||
<Description_ENG>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
|
||
</Description_ENG>
|
||
<Description_GER>Zombieschwierigkeitsgrad, bestimmt Hitpoints, Stats und Fähigkeiten.
|
||
1 - Night of the Living Dead
|
||
2 - Dawn of the Dead
|
||
3 - Resident Evil
|
||
4 - 28 Days Later</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_RISE_WITH_ARMOUR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="1" interval="0">
|
||
<Description_ENG>If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from</Description_ENG>
|
||
<Description_GER>TRUE: Zombies tragen Rüstung, die bei ihrer Leiche herumlag.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Poison Settings">
|
||
<Description_ENG>In this section you can specify the new poison system.
|
||
|
||
The poison system is a new feature that gives a bit of variation to the life and damage system.
|
||
Certain sources can deal poison damage (zombies and poisoned weapons). This means that damage can be poisonous. If a merc receives poison damage, he not only looses life, he also gains a poison point.
|
||
The basic consequences are:
|
||
- if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
|
||
poison points
|
||
- poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
|
||
can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
|
||
The lost point will be bandaged, so you do not have to immediately bandage it.
|
||
- However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
|
||
We require immediate medical assistance, or we will die!
|
||
Yes, it is possible to die this way.
|
||
- If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
|
||
action automatically performed by your doctors and the hospital, if the merc is their patient.
|
||
Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
|
||
If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
|
||
The new drug 'antidote' also cures poisoning</Description_ENG>
|
||
<Description_GER>Das Giftsystem ist ein neues Feature, das etwas Variation ins bisherige Lebens- und Schadenssystem bringt.
|
||
|
||
Bestimmte Quellen (Zombies un vergiftete Waffen) können Giftschaden austeilen. Wenn ein Söldner Giftschaden erhält, nimmt er nicht nur Schaden, sondern erhält auch Giftpunkte.
|
||
Wichtigste Konsequenzen sind:
|
||
- Abhängig vom Verhältnis bisheriger Giftpunkte zur maimalen Anzahl Lebenspunkte besteht die Chance, beim Bluten offener Wunden weiteren Giftschaden zu erhalten.
|
||
- Gift arbeitet gegen die natürliche Gesundheitsregeneration, die jede Stunde ermittelt wird.
|
||
Bei fortgeschrittener Vergiftung ist es so möglich, Leben zu verlieren! Dadurch verbreitet sich auch die Vergiftung weiter aus...
|
||
- Ohne Behandlung wird sich das Gift unaufhaltsam ausbreiten. Um dass zu verhindern, muss es beseitigt werden.
|
||
Ärzte und Krankenhäuser heilen jetzt Gift, sobald die Lebenspunkte wiederhergestellt sind. Heilen von 1 Punkt Gift kostet soviel wie das Wiederherstellen eines Lebenspunktes.
|
||
Bei Verwendung des neuen Skillsystems muss der Arzt zusätzlich den PARAMEDIC oder DOCTOR-Skill haben.
|
||
Ausserdem heilt die Droge 'Antidote' vergiftungen.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
<Properties>
|
||
<Property name="POISON_BASE_MEDICAL_SKILL_TO_CURE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Basic medical skill needed to cure poison (in addition to doctoring skill).
|
||
Range: 1 - 100
|
||
</Description_ENG>
|
||
<Description_GER>Ein Arzt benötigt mindestens so viele Punkte in Medizin, um Gift heilen zu können, zusätzlich zu seinem Paramedic/Doktor Skill.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR" datatype="decimal" minvalue="0.1" maxvalue="10.0" defaultvalue="0.5" interval="0.1">
|
||
<Description_ENG>A multiplicator that determines how many heal points are needed to cure one point of poison. Comparison: 1 HP costs 1 heal point.
|
||
</Description_ENG>
|
||
<Description_GER>Dieser Multiplikator bestimmt, wieviele Heilpunkte benötigt werden, um einen Giftpunkt zu beseitigen. Zum Vergleich: 1 Pkt Leben kostet 1 Heilpunkt.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ZOMBIE_POISON_DAMAGE_PERCENTAGE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Percentage of damage dealt by zombies that will be poisoned.
|
||
Range: 0 - 100
|
||
</Description_ENG>
|
||
<Description_GER>Soviel Prozent des Schadens, den Zombies austeilen, ist vergiftet.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="POISON_INFECTION_DAMAGE_MULTIPLIER" datatype="decimal" minvalue="1.0" maxvalue="10.0" defaultvalue="0" interval="0.5">
|
||
<Description_ENG>This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
|
||
Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
|
||
Valid values from 1.0 to 10.0, 4.0 is recommended.
|
||
</Description_ENG>
|
||
<Description_GER>Dieser Multiplikator bestimmt, wieviel sChaden wir jede Stunde durch Vergiftung nehmen (simuliert das verschlechtern unserer Gesundheit wg. Infektionen).
|
||
Grob gesagt entspricht der Schaden (Anzahl Giftpunkte/max. Lebenspunkte) * (100 - Giftwiderstand) * dieser Multiplikator
|
||
Gültige Werte von 1.0 bis 10.0, 4.0 wird empfohlen</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Food Settings">
|
||
<Description_ENG>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)</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
<Properties>
|
||
<Property name="FOOD_DIGESTION_HOURLY_BASE_FOOD" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="20" interval="1">
|
||
<Description_ENG>Base value for food digestion per hour.</Description_ENG>
|
||
<Description_GER>Basiswert für Essensverbrauch pro Stunde.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_HOURLY_BASE_DRINK" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="130" interval="1">
|
||
<Description_ENG>Base value for water digestion per hour.</Description_ENG>
|
||
<Description_GER>Basiswert für Wasserverbrauch pro Stunde.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_SLEEP" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="0.6" interval="0.1">
|
||
<Description_ENG>Multiplicator for food digestion if sleeping.</Description_ENG>
|
||
<Description_GER>Multiplikator Essensverbrauch im Schlaf.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_TRAVEL_VEHICLE" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="0.8" interval="0.1">
|
||
<Description_ENG>Multiplicator for food digestion if travelling in a vehicle.</Description_ENG>
|
||
<Description_GER>Multiplikator Essensverbrauch beim Reisen per Fahrzeug.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_TRAVEL" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="1.5" interval="0.1">
|
||
<Description_ENG>Multiplicator for food digestion if travelling.</Description_ENG>
|
||
<Description_GER>Multiplikator Essensverbrauch beim Reisen.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_ASSIGNMENT" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="0.9" interval="0.1">
|
||
<Description_ENG>Multiplicator for food digestion if on assignment (doctoring, training ...).</Description_ENG>
|
||
<Description_GER>Multiplikator Essensverbrauch beim Arbeiten (Doktor, Training...).</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_ONDUTY" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="1.0" interval="0.1">
|
||
<Description_ENG>Multiplicator for food digestion if on duty.</Description_ENG>
|
||
<Description_GER>Multiplikator Essensverbrauch wenn aktiv.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DIGESTION_COMBAT" datatype="decimal" minvalue="0.0" maxvalue="10.0" defaultvalue="2.0" interval="0.1">
|
||
<Description_ENG>Multiplicator for food digestion if in combat.</Description_ENG>
|
||
<Description_GER>Multiplikator Essensverbrauch im Kampf.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DECAY_IN_SECTORS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="1" interval="0">
|
||
<Description_ENG>Allow decay of food lying around in sectors?</Description_ENG>
|
||
<Description_GER>Soll das Verderben von Essen erlaubt werden, dass in Sektoren herumliegt?</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="FOOD_DECAY_MODIFICATOR" datatype="decimal" minvalue="1.0" maxvalue="10.0" defaultvalue="2.0" interval="0.1">
|
||
<Description_ENG>Multiplicator for food decay speed.</Description_ENG>
|
||
<Description_GER>Multiplikator für die Geschwindigkeit in der Essen verdirbt.</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Tactical Fortification Settings">
|
||
<Description_ENG>In this section you can specify fortification settings.
|
||
|
||
These settings control how you can set up/remove sandbags and concertina wire barriers.</Description_ENG>
|
||
<Description_GER>Hier können Einstellungen zu Befestigungen vorgenommen werden.
|
||
|
||
Hierdurch wid eingestellt, ob und wie Sandsackbarrieren und Stacheldraht auf- und abgebaut werden können</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
<Properties>
|
||
<Property name="FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="0" interval="1">
|
||
<Description_ENG>Can any fortification action be performed while there are enemies in the sector?</Description_ENG>
|
||
<Description_GER>Stehen Bauoptionen zur Verfügung, wenn Gegner im sektor sind?</Description_GER>
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Gamestart Settings">
|
||
<Description_ENG>These settings control the situation at the very beginning of the game. You can set some important parameters here.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏开局设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="GAME_STARTING_TIME" datatype="numeric" minvalue="3600" maxvalue="82800" defaultvalue="0" interval="3600">
|
||
<Description_ENG>
|
||
This is the time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME.
|
||
The value is measured in seconds (3600 = 1 hour).
|
||
For example, if you set GAME_STARTING_TIME to 3600, the game will start on Day 1, 01:00.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies ist die Startzeit des Spiels. Sie wird immer Tag 1 + GAME_STARTING_TIME sein.
|
||
Der Wert wird in Sekunden berechnet (3600 = 1 Stunde).
|
||
Wenn Sie zum Beispiel GAME_STARTING_TIME auf 3600 setzen, wird das Spiel am Tag 1 um 01:00 Uhr beginnen.
|
||
</Description_GER>
|
||
<Description_RUS>Определяет время начала игры. Игра начинается в 1 День + GAME_STARTING_TIME(измеряется в секундах - 3600 = 1час) Например при GAME_STARTING_TIME = 3600 игра начнется в День1, 01:00 .</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
游戏开始时的时间。通常是 Day 1 + GAME_STARTING_TIME
|
||
这个值单位为秒(1小时 = 3600 秒)
|
||
例如,你设置 GAME_STARTING_TIME 为 3600,那么游戏开始时间是 Day 1, 01:00
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="FIRST_ARRIVAL_DELAY" datatype="numeric" minvalue="0" maxvalue="82800" defaultvalue="0" interval="3600">
|
||
<Description_ENG>
|
||
This is the delay between the game start and the first merc arrival.
|
||
This value is measured in seconds (3600 = 1 hour).
|
||
For example, if you set GAME_STARTING_TIME to 3600 and FIRST_ARRIVAL_DELAY to 21600 you merc will arrive on Day 1, 07:00.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Das ist die Verzögerung zwischen dem Spielstart und der Ankunft des ersten Söldners (bzw. der ersten Söldner) im Startsektor.
|
||
Der Wert wird in Sekunden berechnet (3600 = 1 Stunde).
|
||
Wenn Sie zum Beispiel GAME_STARTING_TIME auf 3600 setzen und FIRST_ARRIVAL_DELAY auf 21600, wird Ihr Anfangstrupp am Tag 1 um 07:00 Uhr ankommen.
|
||
</Description_GER>
|
||
<Description_RUS>Определяет задержку между стартом игры и прибытием наемников. Измеряется в секундах - (3600 = 1 час.) Например при GAME_STARTING_TIME = 3600 и FIRST_ARRIVAL_DELAY = 21600 наемники прибудут в День1, 07:00 .</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
第一队佣兵到达时间。
|
||
这个值单位为秒(1小时 = 3600 秒)
|
||
例如,你设置 GAME_STARTING_TIME 为 3600,FIRST_ARRIVAL_DELAY 为 21600(6小时),那么第一队到达时间是 Day 1, 07:00
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DEFAULT_ARRIVAL_SECTOR_X" datatype="numeric" minvalue="1" maxvalue="16" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines the X location of your first arrival in Arulco. Use caution when changing this!
|
||
Note that you may want to change the file SAMSites.XML, to enable "free airspace" over your intended landing zone. If the landing zone is not in free airspace at the start of the game, it will be automatically moved to a safe sector immediately after your first landing. You will not be able to land there again until you free the airspace above that sector.
|
||
See also DEFAULT_ARRIVAL_SECTOR_Y.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
第一队佣兵到达地区的横向坐标值
|
||
Note that you may want to change the file SAMSites.XML, to enable "free airspace" over your intended landing zone. If the landing zone is not in free airspace at the start of the game, it will be automatically moved to a safe sector immediately after your first landing. You will not be able to land there again until you free the airspace above that sector.
|
||
See also DEFAULT_ARRIVAL_SECTOR_Y.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DEFAULT_ARRIVAL_SECTOR_Y" datatype="numeric" minvalue="1" maxvalue="16" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines the Y location of your first arrival in Arulco. Use caution when changing this!
|
||
Note that you may want to change the file SAMSites.XML, to enable "free airspace" over your intended landing zone. If the landing zone is not in free airspace at the start of the game, it will be automatically moved to a safe sector immediately after your first landing. You will not be able to land there again until you free the airspace above that sector.
|
||
See also DEFAULT_ARRIVAL_SECTOR_X.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
第一队佣兵到达地区的纵向坐标值
|
||
Note that you may want to change the file SAMSites.XML, to enable "free airspace" over your intended landing zone. If the landing zone is not in free airspace at the start of the game, it will be automatically moved to a safe sector immediately after your first landing. You will not be able to land there again until you free the airspace above that sector.
|
||
See also DEFAULT_ARRIVAL_SECTOR_X.
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Interface Settings">
|
||
<Description_ENG>With these settings you can change the user interface in the STRATEGIC screen. These settings have little to no effect on actual gameplay - they are mostly visual aids and optimized interface settings.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>战略界面设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, this allows right-clicking items in the sector inventory window to get an item's Description Box. Stack Pop-ups are also allowed.
|
||
For this to work properly, you may need to actually load the sector into memory (by going down to TACTICAL mode and then back up to STRATEGIC mode).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
在战略界面下查看一个地区的物品时可以右键查看物品的属性?
|
||
如果无法查看,试试看切到战术界面,然后再切回战略界面。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="STAT_PROGRESS_BARS_RED" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set the color of the "stat progress boxes" which are displayed behind your merc's attributes in the character info panel. This is done with three settings (RED/GREEN/BLUE).
|
||
You can turn Stat Progress Bars on and off using the in-game Options Menu.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>设置人物升级状态条的RGB颜色的R值(你可以在游戏选项中打开人物升级状态条,这样你就可以看到人物的属性还要过多久才能升级。)</Description_CHI>
|
||
</Property>
|
||
<Property name="STAT_PROGRESS_BARS_GREEN" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set the color of the "stat progress boxes" which are displayed behind your merc's attributes in the character info panel. This is done with three settings (RED/GREEN/BLUE).
|
||
You can turn Stat Progress Bars on and off using the in-game Options Menu.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>设置人物升级状态条的RGB颜色的G值(你可以在游戏选项中打开人物升级状态条,这样你就可以看到人物的属性还要过多久才能升级。)</Description_CHI>
|
||
</Property>
|
||
<Property name="STAT_PROGRESS_BARS_BLUE" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set the color of the "stat progress boxes" which are displayed behind your merc's attributes in the character info panel. This is done with three settings (RED/GREEN/BLUE).
|
||
You can turn Stat Progress Bars on and off using the in-game Options Menu.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>设置人物升级状态条的RGB颜色的B值(你可以在游戏选项中打开人物升级状态条,这样你就可以看到人物的属性还要过多久才能升级。)</Description_CHI>
|
||
</Property>
|
||
<Property name="INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Are merc salaries included in the new Prjected Daily Expenses window?
|
||
0 = Merc contracts are not included in your projected daily expenses.
|
||
1 = The salaries of mercs with a fixed daily salary (Hamous, Conrad, Iggy, M.E.R.C mercs, etc.) is included in the Projected Daily Expenses display.
|
||
2 = Include all salaries. A.I.M merc salaries are calculated based on their most recent contract.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
战略界面下日常支出栏目中应该包含哪些信息?
|
||
0 = 不要包含佣兵的合同信息
|
||
1 = 只包含需要按日付款的佣兵的信息(从M.E.R.C招募的佣兵和在Arulco招募的Iggy、Conrad之类的佣兵)
|
||
2 = 包含所有佣兵的合同信息。(尽管A.I.M的佣兵是预付款的,但是还是会算出一个他的每日平均花费计入到日常支出栏中。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DISABLE_STRATEGIC_TRANSITION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>If disabled, the transition from the strategy screen will be skipped before entering tactical screen.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Progress Settings">
|
||
<Description_ENG>In this section you can change how Game Progress is calculated, and various events and gameplay effects that are directly linked to progress.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>战略进度设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_KILLS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This setting controls the maximum number of Progress Points you can get by killing enemies. Press 'V' in the game to see your current progress value.
|
||
The ratio between kills and progress points is determined by other settings (NUM_KILLS_PER_PROGRESS_POINT, for each difficulty level).
|
||
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be exactly 100, otherwise the game will set them to defaut values.
|
||
|
||
Default Values:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
杀敌数,影响游戏进度的有四个因素(杀敌数、控制城镇/导弹基地数、矿井收入、区域探索度)之一
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS、GAME_PROGRESS_MAX_POINTS_FROM_CONTROL、GAME_PROGRESS_MAX_POINTS_FROM_INCOME、GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS四项相加必须为100%
|
||
|
||
默认值:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25(即使杀敌数无限大,它也只能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25(控制所有城镇/导弹基地时,它能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50(控制所有矿井并全力生产时,它能贡献50%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0(0 的话探索区域不能增加游戏进度。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This setting controls the maximum number of Progress Points you can get from controlling important sectors (City / SAM). Press 'V' in the game to see your current progress value.
|
||
The number of progress points you get per "important" sector is directly adjusted by this value. You will only get all these points if you control ALL the important sectors.
|
||
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be 100, otherwise the game will set them to defaut values.
|
||
|
||
Default Values:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
控制城镇/导弹基地数,影响游戏进度的有四个因素(杀敌数、控制城镇/导弹基地数、矿井收入、区域探索度)之一
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS、GAME_PROGRESS_MAX_POINTS_FROM_CONTROL、GAME_PROGRESS_MAX_POINTS_FROM_INCOME、GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS四项相加必须为100%
|
||
|
||
默认值:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25(即使杀敌数无限大,它也只能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25(控制所有城镇/导弹基地时,它能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50(控制所有矿井并全力生产时,它能贡献50%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0(0 的话探索区域不能增加游戏进度。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This setting controls the maximum number of Progress Points you can get from mine income. Press 'V' in the game to see your current progress value.
|
||
The number of points you get is determined by comparing how much money you're making from mines to the MAXIMUM possible amount of money that can be made. Depleted/Abandoned mines don't count. Please remember that loyalty determines how much money a mine can make, so to get the maximum points you need 100% loyalty in all mining towns.
|
||
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be 100, otherwise the game will set them to defaut values.
|
||
|
||
Default Values:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
矿井收入数,影响游戏进度的有四个因素(杀敌数、控制城镇/导弹基地数、矿井收入、区域探索度)之一
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS、GAME_PROGRESS_MAX_POINTS_FROM_CONTROL、GAME_PROGRESS_MAX_POINTS_FROM_INCOME、GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS四项相加必须为100%
|
||
|
||
默认值:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25(即使杀敌数无限大,它也只能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25(控制所有城镇/导弹基地时,它能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50(控制所有矿井并全力生产时,它能贡献50%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0(0 的话探索区域不能增加游戏进度。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This setting controls the maximum number of Progress Points you can get from simply visiting map sectors. Press 'V' in the game to see your current progress value.
|
||
The number of points you get for exploring a sector is directly adjusted by this value. You will only get all these points if you explore ALL sectors on the map (not including underground sectors).
|
||
Note that you don't actually need to control those sectors - they simply need to be *visited* at least once.
|
||
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be 100, otherwise the game will set them to defaut values.
|
||
|
||
Default Values:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
区域探索度,影响游戏进度的有四个因素(杀敌数、控制城镇/导弹基地数、矿井收入、区域探索度)之一
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS、GAME_PROGRESS_MAX_POINTS_FROM_CONTROL、GAME_PROGRESS_MAX_POINTS_FROM_INCOME、GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS四项相加必须为100%
|
||
|
||
默认值:
|
||
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25(即使杀敌数无限大,它也只能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25(控制所有城镇/导弹基地时,它能贡献25%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50(控制所有矿井并全力生产时,它能贡献50%的游戏进度。)
|
||
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0(0 的话探索区域不能增加游戏进度。)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ALTERNATE_PROGRESS_CALCULATION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When activated, will calculate progress in a completely different way. Instead of adding up all points gathered from income, control, kills and exploration, the program will find out which of these four aspects has advanced the MOST, and will set your current progress level based only on that aspect. You can reach 100 progress by doing ANY of these without relying on any of the others.
|
||
For example, you can reach 100 points by killing lots of enemies, or 100 points by exploring the entire map, or 100 points by maximizing income, or 100 points by controlling all cities - whichever comes first! The four fields will constantly be "competing" with each other to see which one's gained the most points thus far. So if you shift your strategy in mid-game, the progress dependency will automatically change to accomodate you!
|
||
When activated, this feature disables all four "GAME_PROGRESS_MAX_POINTS" settings above.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
此设置项决定是否使用HAM提供的另外一种计算游戏进度的途径。在上述四个因素中,每一项都可以达到100%。游戏将当前进度最高的一项看做整个游戏的进度。
|
||
例如四项分别是30%,35%,40%,45%,那么游戏进度即为45%。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_MINIMUM" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the absolute minimum Progress score you can have, EVER. This will be your starting Progress score, and will remain so until you gain enough Progress Points to surpass this value. At that point, progress will continue to increase normally. If your actual progress falls below this limit, it will instead be held at exactly this value until it can be raised again.
|
||
You can use this setting to "skip" past the early combat where the foes have pathetic equipment.
|
||
This value will also affect the inventory at Bobby Rays because it is based off game progress.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
游戏一开始的进度。This is the absolute minimum Progress score you can have, EVER. This will be your starting Progress score, and will remain so until you gain enough Progress Points to surpass this value. At that point, progress will continue to increase normally. If your actual progress falls below this limit, it will instead be held at exactly this value until it can be raised again.
|
||
You can use this setting to "skip" past the early combat where the foes have pathetic equipment.
|
||
This value will also affect the inventory at Bobby Rays because it is based off game progress.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_MODIFIER" datatype="numeric" minvalue="-100" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Use this value to increase or decrease Game Progress by a flat amount of points. Note that this cannot decrease your progress below 0 or above 100.
|
||
A positive value here will make enemies carry more advanced weapons earlier than they should, for the entire duration of the game. It will also increase the availability of advanced weapons from Bobby Ray's.
|
||
A negative value here will keep enemy (and Bobby Ray) item levels lower for a longer time. However, it will PEREVENT YOU FROM REACHING 100 PROGRESS POINTS (and the weapons associated with that progress level).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
在当前游戏进度上再加上/减少多少进度。Use this value to increase or decrease Game Progress by a flat amount of points. Note that this cannot decrease your progress below 0 or above 100.
|
||
A positive value here will make enemies carry more advanced weapons earlier than they should, for the entire duration of the game. It will also increase the availability of advanced weapons from Bobby Ray's.
|
||
A negative value here will keep enemy (and Bobby Ray) item levels lower for a longer time. However, it will PEREVENT YOU FROM REACHING 100 PROGRESS POINTS (and the weapons associated with that progress level).
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_KILLS_PER_PROGRESS_POINT_NOVICE" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
How many kills are required to win one progress point, on Novice difficulty?
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
新手难度下杀死多少敌人能增加一点游戏进度。
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
How many kills are required to win one progress point, on Experienced difficulty?
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
老手难度下杀死多少敌人能增加一点游戏进度。
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_KILLS_PER_PROGRESS_POINT_EXPERT" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
How many kills are required to win one progress point, on Expert difficulty?
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
专家难度下杀死多少敌人能增加一点游戏进度。
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_KILLS_PER_PROGRESS_POINT_INSANE" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
How many kills are required to win one progress point, on INSANE difficulty?
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
疯狂难度下杀死多少敌人能增加一点游戏进度。
|
||
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_START_MADLAB_QUEST" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the time in percentage, when the Madlab quest should start.
|
||
Default Value: 35
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies weist auf den Zeitpunkt hin, ab wann die Madlab-Quest vefügbar wird (an den Spielfortschritt angelehnt).
|
||
Standardwert: 35
|
||
</Description_GER>
|
||
<Description_RUS>В процентах устанавливает прогресс, при котором появляется квест на робота.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏进度到多少时触发机器人任务?</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_MIKE_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the time in percentage, when Mike is available.
|
||
Default Value: 50
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies weist auf den Zeitpunkt hin, ab wann Mike im Spiel auftaucht (an den Spielfortschritt angelehnt).
|
||
Standardwert: 50
|
||
</Description_GER>
|
||
<Description_RUS>В процентах устанавливает прогресс, при ктором появляется Майк</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏进度到多少时出现Mike?</Description_CHI>
|
||
</Property>
|
||
<Property name="GAME_PROGRESS_IGGY_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the time in percentage, when Iggy is available.
|
||
Default Value: 70
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies weist auf den Zeitpunkt hin, ab wann Iggy vefügbar wird (an den Spielfortschritt angelehnt).
|
||
Standardwert: 70
|
||
</Description_GER>
|
||
<Description_RUS>В процентах устанавливает прогресс, при котором появляется Игги</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏进度到多少时出现Iggy?</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Event Settings">
|
||
<Description_ENG>This section controls various scripted events that happen on the Strategy Map.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>战略事件设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
|
||
If you set this to TRUE, this will be really pain in the ass at the beginning of the game ;-)
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Darf die Königin Verstärkung nach Drassen schicken, wie sie in der Zwischensequenz ankündigt?
|
||
Dieses Spielereignis kann einen Nervenzusammenbruch heraufbeschwören, wenn der Wert auf TRUE gesetzt wird ;-)
|
||
</Description_GER>
|
||
<Description_RUS>Позволяет Дейдране посылать войска для отвоевываания Драссена. Если включите - получите реальный геморой в начале игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>是否要打“Drassen保卫战”(返乡团)?</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_CREPITUS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This determines whether crepitus/creatures show up in SCI-FI MODE. They can never show up in realistic mode.
|
||
This option requires a new game in order to work!
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies bestimmt, ob Monster im Sci-Fi-Modus auftauchen. Jedoch: Sie können nie im realistischen Modus erscheinen.
|
||
Diese Option wird erst mit dem erstellen eines neuen Spiels wirksam!
|
||
</Description_GER>
|
||
<Description_RUS>Определяет, показ жуков/монстров в фантастическом режиме (и только в нем). Требует начала новой игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>游戏中会出现异形?</Description_CHI>
|
||
</Property>
|
||
<Property name="WHICH_MINE_SHUTS_DOWN" datatype="numeric" minvalue="-1" maxvalue="6" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This value selects which mine will deplete its ore reserves during the campaign.
|
||
-1 = JA2 Default: The game will randomly select which mine is depleted.
|
||
0 = No mine will be depleted!
|
||
1 = San Mona (don't use this!!!)
|
||
2 = Drassen
|
||
3 = Alma (don't use this!!!)
|
||
4 = Cambria
|
||
5 = Chitzena
|
||
6 = Grumm
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
哪座矿井会被开采完?
|
||
-1 = 随机
|
||
0 = 无
|
||
2 = Drassen
|
||
3 = Alma
|
||
4 = Cambria
|
||
5 = Chitzena
|
||
6 = Grumm
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Gameplay Settings">
|
||
<Description_ENG>In this section you control the rules for the STRATEGIC portion of the game. Some of these settings can have a profound effect on the way the game is played.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>战略游戏性设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="ALLOW_REINFORCEMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Determines whether Enemy/Militia groups can assist each other in battle.
|
||
If set to TRUE, several Enemy/Militia groups can attack a sector from two or more sides, joining forces. This also works when defending.
|
||
The number of troops that will show up on the TACTICAL map is limited (see the MAX_NUMBER_ settings). If there are more troops than this participating in the attack, they will slowly appear on the screen's edge as their friends are killed off.
|
||
If set to FALSE (Default JA2), Enemy/Militia groups can only fight each other one group at a time.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>允许敌人/民兵支援邻近地区?</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_REINFORCEMENTS_ONLY_IN_CITIES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, Enemy/Militia groups can only move between two CITY sectors if they want to reinforce an attack/defense.
|
||
"ALLOW_REINFORCEMENTS" must be set to TRUE.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>只允许在城市里支援邻近地区,不允许在野外支援邻近地区?</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_ALL_TERRORISTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This determines whether all the terrorists are available, or whether they're chosen at random (default).
|
||
This option requires a new game in order to work!
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies bestimmt, ob alleTerroristen verfügbar sind, oder ob sie zufällig ausgesucht werden.
|
||
Diese Option wird erst mit dem erstellen eines neuen Spiels wirksam!
|
||
</Description_GER>
|
||
<Description_RUS>Определяет, будут ли в Арулько все террористы. Требует начала новой игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
This determines whether all the terrorists are available, or whether they're chosen at random (default).
|
||
This option requires a new game in order to work!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_ALL_WEAPON_CACHES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default).
|
||
This option requires a new game in order to work!
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dies bestimmt, ob alle Waffenlager/Waffenverstecke verfügbar sind, oder ob sie zufällig ausgesucht werden.
|
||
Diese Option wird erst mit dem erstellen eines neuen Spiels wirksam!
|
||
</Description_GER>
|
||
<Description_RUS>Определяет, будут ли доступны все склады, или они будут рандомны. Требует начала новой игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
This determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default).
|
||
This option requires a new game in order to work!
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="VEHICLE_INVENTORY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Should vehicles have an inventory?</Description_ENG>
|
||
<Description_GER>Sollen Fahrzeuge ein Inventar haben?</Description_GER>
|
||
<Description_RUS>Включает инвентарь транспорта</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>汽车上能放物品?</Description_CHI>
|
||
</Property>
|
||
<Property name="HUMVEE_OFFROAD" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>If enabled, this feature will allow the HUMVEE jeep to travel off roads. It cannot go everywhere, but can drive through plains, fields, hills, and light forests.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>悍马能越野?</Description_CHI>
|
||
</Property>
|
||
<Property name="AUTORESOLVE_LUCK_FACTOR" datatype="decimal" minvalue="1" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Controls the importance of luck in determining the results of auto-resolve combat. You can use fractional values here.
|
||
1.0 = Luck is mostly irrelevant. Battles will be won based on the respective skills of the participants.
|
||
2.0 = JA2 1.13 Default: Luck is just as important as the respective skills of the participants.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Определяет влияние скрытого параметра удачи в игре</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
自动战斗中的运气因素
|
||
2.0 表示运气也很重要
|
||
1.0 为最小值,表示运气完全不重要,全看实力。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NO_ENEMY_DETECTION_WITHOUT_RECON" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If set to TRUE, enemy units moving through previously-explored sectors are not automatically shown on the strategy map. This allows them to sneak inside your territory even after you've explored a large portion of the map.
|
||
Militia can detect enemies in sectors adjacent to their location, but mercs cannot. Skyrider can also detect enemies below his position, as in normal JA2.
|
||
Also, enemies inside previously-explored cities will always appear on the map (as "?"), as in normal JA2.
|
||
Note that some Facilities can be used to reveal enemies moving in the wilderness.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
设置为FALSE时,敌人在探索过的地图上移动时,你能看到红色的问号。
|
||
设置为TRUE时,你看不到地图上敌人的移动。只有民兵、有侦察技能的人才能看到邻近地区的敌人。或者你要使用A.C.A设施才能看到敌人动向。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="FACILITY_EVENT_RARITY" datatype="numeric" minvalue="1" maxvalue="50000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This determines the likelyhood of facilities triggering their built-in effects (if they have any). The chance to trigger an effect is X of Y every hour, where X is defined in the specific facility data, and Y is the value you set here.
|
||
1 = Events will always occur, every hour, to every merc applicable. This is very extreme and not recommended.
|
||
1000 = Default. Events are relatively rare.
|
||
50000 = Unless the values in FacilityTypes.XML are radically changed, it is virtually impossible for events to occur at all.
|
||
Please remember that some events are BENEFICIAL. Some facilities may lose their entire purpose if their events go untriggered.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>设施发生效果的概率。调大的话,设施更少发生效果。</Description_CHI>
|
||
</Property>
|
||
<Property name="FACILITY_DANGER_RATE" datatype="numeric" minvalue="1" maxvalue="50000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determines the amount of combined skill one needs to qualify for better results (or lesser damage) from facility events. Each event requires a different set of skills.
|
||
0 = Facility risk results are always modified for the better, based on character skill.
|
||
50 = Default. Characters with more than 50 combined skill will get better results, while characters with less than 50 will get worse results.
|
||
100 = Maximum danger. Results from facility risks are usually worse than the default values in FacilityTypes.XML, and the less skills you have the more likely you are to get the worse results.
|
||
Please note: You cannot use this to turn facility risks off. For that you need to edit the XML and remove all risks or reduce their chances to 0. This setting also doesn't guarantee good/bad results from triggering risks.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>有的设施可能同时具有正面的和负面的作用。调大此项的话,设施的正面效果会更常发生。</Description_CHI>
|
||
</Property>
|
||
<Property name="ADDITIONAL_REPAIR_MODE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
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
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ADVANCED_REPAIR" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="1" interval="1">
|
||
<Description_ENG>
|
||
TRUE: A gun can suffer permanent damage that cannot be repaired other by local smiths.
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="DIRT_SYSTEM" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="1" interval="1">
|
||
<Description_ENG>
|
||
TRUE: A gun gets dirty when used, thereby increasing the chance of weapon jamming.
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="SECTOR_DIRT_DIVIDER" datatype="numeric" minvalue="1" maxvalue="100000" defaultvalue="1000" interval="100">
|
||
<Description_ENG>
|
||
Every turn, a gun's dirt amount is increased by its single shot dirt value divided by this value.
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="ALLOW_SKYRIDER_HOT_LZ" datatype="numeric" minvalue="1" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Set how to handle Skyrider "hot Landing Zone" 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
Set how to handle Skyrider "hot Landing Zone" 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.
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_ALL_TERRORISTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>Always make all the terrorists to appear in Arulco.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_ALL_WEAPON_CACHES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Enable all sectors with "secret" weapon caches.
|
||
(These sectors hold usually a few chests with various mediocre to good equipment.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Laptop Settings">
|
||
<Description_ENG>Use these settings to make changes to the laptop screen.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
<Properties>
|
||
<Property name="BRIEFING_ROOM" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>If set to TRUE, you can browse to the briefing room website on the laptop.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="ENCYCLOPEDIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>If set to TRUE, you can browse to the encyclopedia website on the laptop.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="DISABLE_LAPTOP_TRANSITION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>If disabled, the transition will be skipped when opening/closing the laptop.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="FAST_WWW_SITES_LOADING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>Fast loading of WWW laptop sites?</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Bobby Ray Settings">
|
||
<Description_ENG>Here you can change some settings regarding Bobby Ray's on-line gun store. You can also affect shipments coming from Bobby Ray's.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>Bobby Ray 网店设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>When activated, the tooltips for all of Bobby Ray's Guns (and ONLY guns) will show a list of all possible attachments for the gun. "Hidden" attachments are NOT shown.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>设置为TRUE时,能够在网店上看到武器可用的附件。</Description_CHI>
|
||
</Property>
|
||
<Property name="BOBBY_RAY_MAX_PURCHASE_AMOUNT" datatype="numeric" minvalue="10" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="STEALING_FROM_SHIPMENTS_DISABLED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If you set this value to TRUE, the chance that items will be stolen from your Bobby Ray shipment is 0 percentage.</Description_ENG>
|
||
<Description_GER>Wenn dieser Wert auf TRUE gesetzt wird, ist die Chance, dass Gegenstände der ankommenden Lieferungen gestohlen werden gleich 0 Prozent.</Description_GER>
|
||
<Description_RUS>Позволяет отключить воровство посылок от Боби Рэя (установите False).</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
设置为FALSE时,Pablo可能会从你的网购物品里偷掉一两件。
|
||
设置为TRUE时,物品不会失窃。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CHANCE_OF_SHIPMENT_LOSS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Set the chance in percentage of whole shipment lost from Bobby Ray.</Description_ENG>
|
||
<Description_GER>Hier können Sie bestimmen wie hoch die Chance ist (in Prozent), dass die gesamte Lieferung von Bobby Ray verloren geht.</Description_GER>
|
||
<Description_RUS>Устанавливает шанс воровства посылок от Боби Рэя в процентах.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>网购有风险!你从网店订的东西有一定的可能会寄丢!整批都会寄丢!10表示10%的可能性。</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Item Property Settings">
|
||
<Description_ENG>These settings allow changing the properties of items and how they behave in-game. Some of these settings are simply an easier alternative to massively editing the XML files.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这些参数可以改变物品的属性或游戏中的行为,其中一些参数设置省却了玩家修改繁琐的XML的过程</Description_CHI>
|
||
<Properties>
|
||
<Property name="EXPLOSIVES_DAMAGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a percentage-based modifier for the damage of ALL explosives. Use it if you don't want to edit the XML datafiles.
|
||
100 = Normal damage.
|
||
200 = Double damage.
|
||
50 = Half damage.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
爆炸物伤害的百分比设定,如果你不想一个个改XML,就用这个吧
|
||
100 = 正常伤害
|
||
200 = 双倍伤害
|
||
50 = 一半伤害
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MELEE_DAMAGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a percentage-based modifier for the damage of ALL melee-weapons. Use it if you don't want to edit the XML datafiles.
|
||
100 = Normal damage.
|
||
200 = Double damage
|
||
50 = Half damage.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
肉搏武器伤害百分比设定,如果你不想一个个改XML,就用这个吧
|
||
100 = 正常伤害
|
||
200 = 双倍伤害
|
||
50 = 一半伤害
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GUN_DAMAGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a percentage-based modifier for the damage of ALL ranged-weapons. Use it if you don't want to edit the XML datafiles.
|
||
100 = Normal damage.
|
||
200 = Double damage.
|
||
50 = Half damage.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
远程武器(各种枪械)伤害百分比设定,如果你不想一个个改XML,就用这个吧
|
||
100 = 正常伤害
|
||
200 = 双倍伤害
|
||
50 = 一半伤害
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="GUN_RANGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a percentage-based modifiers for the weapon ranges. Use it if you don't want edit the XML datafiles.
|
||
100 = Normal range.
|
||
200 = Double range.
|
||
50 = Half range.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
远程武器(各种枪械)射程百分比设定,如果你不想一个个改XML,就用这个吧
|
||
100 = 正常射程
|
||
200 = 双倍射程
|
||
50 = 一半射程
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENABLE_ARMOR_COVERAGE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
Should the Armor Coverage value be used?
|
||
If set to TRUE, bullets do not always strike the armor protecting the targeted bodypart - sometimes a bullet can hit in an uncovered spot, bypassing the armor completely. This is defined in the armor item's "Coverage" value.
|
||
If set to FALSE, bullets always strike the armor protecting the targeted bodypart (if any).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
是否开启护甲覆盖百分比设定
|
||
如果设定为开,子弹有时候会击中未被护甲覆盖的部分,从而完全忽略护甲防护值
|
||
如果设定为关,所有子弹都会视如有护甲阻隔
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="DYNAMIC_AMMO_WEIGHT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, the weight of an ammo clip is determined by how many bullets are left in it.
|
||
If set to FALSE, all clips of the same type will always weigh the same, regardless of how many bullets remain inside.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果该值为True,则弹夹重量取决于里面有多少颗子弹
|
||
如果该值为False,则所有弹夹重量相同,不管是满满的弹夹还是只剩一颗子弹的弹夹
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="AUTOFIRE_BULLETS_PER_5AP_MODIFIER" datatype="numeric" minvalue="-10" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>This changes ALL automatic weapons, speeding up or slowing down their rate of fire (the "Bullets Per 5 AP" value). This allows you to have more (or less) autofire-intensive combat, without having to edit all the weapon entries in the XML file.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Это влияет на ВСЕ автоматическое оружие, увеличивая или уменьшая его скорострельность. Используйте, если не хотите править XML, для повышения интенсивности боя.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>这项参数对所有自动武器有效,如果你想所有自动武器的射速变高或变低一定数值,就修改这个吧,省却了玩家一个一个修改XML的麻烦</Description_CHI>
|
||
</Property>
|
||
<Property name="STRENGTH_TO_LIFT_HALF_KILO" datatype="decimal" minvalue="0.1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This setting tells us how many STRENGTH points we need to lift 0.5 kilograms comfortably.
|
||
Adjust this value to make inventory weight more (or less) important for gameplay.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>该值决定了举起0.5公斤的物体所需的力量点数,调整该值会间接改变物品栏大小</Description_CHI>
|
||
</Property>
|
||
<Property name="MORTAR_CTH_DIVISOR" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is a divisor value applied to the "Chance-to-Hit" of all mortars, after all other calculations have taken place. The formula is:
|
||
Final CTH = Original CTH divided by X, where X is the value you set here.
|
||
Note: This is only used if Old Trait System is played
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>该值影响全部迫击炮类武器命中率,在其他因素全部计算完毕之后,我们用所得命中率除该值,得到最终命中率。(注意:仅在旧技能系统下有效)</Description_CHI>
|
||
</Property>
|
||
<Property name="USE_DEFAULT_SLOTS_WHEN_MISSING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="ATTACHMENT_DROP_RATE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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%.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>NPC死亡时掉落附件的百分比。当该值设定为20以上时会严重影响游戏平衡。取值范围:0-100</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_ENEMY_ATTACHMENTS" datatype="numeric" minvalue="2" maxvalue="30" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>NPC随机选择的武器中所带最大附件数量,范围:2-30</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Enemy AI Settings">
|
||
<Description_ENG>In this section you can change the behavior of the Queen's Army, how aggressive she is, how large her army is, etcetera.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在这个区您可以修改女王军队的行为,比如军队数量等</Description_CHI>
|
||
<Properties>
|
||
<Property name="NEW_AGGRESSIVE_AI" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This new 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新AI会对重要地区发动大规模袭击,类似D城返乡团,不过每个城市基本都会有一次甚至几次</Description_CHI>
|
||
</Property>
|
||
<Property name="INITIAL_GARRISON_PERCENTAGES_NOVICE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
This is the percentage of the "normal" number of enemies, that will be placed on the map at the start of the game.
|
||
This setting controls NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在开始“新手”难度游戏时有多少敌军在地图上,该值为“一般”敌军数量的百分比,范围:0-500</Description_CHI>
|
||
</Property>
|
||
<Property name="INITIAL_GARRISON_PERCENTAGES_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
This is the percentage of the "normal" number of enemies that will be placed on the map at the start of the game.
|
||
This setting controls EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在开始“老手”难度游戏时有多少敌军在地图上,该值为“一般”敌军数量的百分比,范围:0-500</Description_CHI>
|
||
</Property>
|
||
<Property name="INITIAL_GARRISON_PERCENTAGES_EXPERT" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
This is the percentage of the "normal" number of enemies that will be placed on the map at the start of the game.
|
||
This setting controls EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在开始“专家”难度游戏时有多少敌军在地图上,该值为“一般”敌军数量的百分比,范围:0-500</Description_CHI>
|
||
</Property>
|
||
<Property name="INITIAL_GARRISON_PERCENTAGES_INSANE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
This is the percentage of the "normal" number of enemies that will be placed on the map at the start of the game.
|
||
This setting controls INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在开始“疯狂”难度游戏时有多少敌军在地图上,该值为“一般”敌军数量的百分比,范围:0-500</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_ENEMY_GROUP_SIZE_NOVICE" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
||
This setting controls the NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“新手”难度等级的游戏时,每组敌兵的最少人数,如果某敌人小队小于该最小人数,则该小队在战略地图上不会移动。</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_ENEMY_GROUP_SIZE_EXPERIENCED" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
||
This setting controls the EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“老手”难度等级的游戏时,每组敌兵的最少人数,如果某敌人小队小于该最小人数,则该小队在战略地图上不会移动。</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_ENEMY_GROUP_SIZE_EXPERT" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
||
This setting controls the EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“专家”难度等级的游戏时,每组敌兵的最少人数,如果某敌人小队小于该最小人数,则该小队在战略地图上不会移动。</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_ENEMY_GROUP_SIZE_INSANE" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
||
This setting controls the INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“疯狂”难度等级的游戏时,每组敌兵的最少人数,如果某敌人小队小于该最小人数,则该小队在战略地图上不会移动。</Description_CHI>
|
||
</Property>
|
||
<Property name="PERCENT_EXTRA_ELITES_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The percent of troops converted to extra elites in enemy groups, when playing on EXPERIENCED difficulty.</Description_ENG>
|
||
<Description_GER>Die prozentuale Zahl an Truppen, welche im Schwierigkeitsgrad Profi zu extra Elitesoldaten umgewandelt werden.</Description_GER>
|
||
<Description_RUS>Процент войск, преобразуемых в элиту во вражеских отрядах на среднем уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“疯狂”难度等级的游戏时,敌人部队中额外精英的转换百分比</Description_CHI>
|
||
</Property>
|
||
<Property name="PERCENT_EXTRA_ELITES_EXPERT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The percent of troops converted to extra elites in enemy groups, when playing on EXPERT difficulty.</Description_ENG>
|
||
<Description_GER>Die prozentuale Zahl an Truppen, welche im Schwierigkeitsgrad Alter Hase zu extra Elitesoldaten umgewandelt werden.</Description_GER>
|
||
<Description_RUS>Процент войск, преобразуемых в элиту во вражеских отрядах на трудном уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“专家”难度等级的游戏时,敌人部队中额外精英的转换百分比</Description_CHI>
|
||
</Property>
|
||
<Property name="PERCENT_EXTRA_ELITES_INSANE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The percent of troops converted to extra elites in enemy groups, when playing on INSANE difficulty.</Description_ENG>
|
||
<Description_GER>Die prozentuale Zahl an Truppen, welche im Schwierigkeitsgrad WAHNSINNIG zu extra Elitesoldaten umgewandelt werden.</Description_GER>
|
||
<Description_RUS>Процент войск, преобразуемых в элиту во вражеских отрядах на невозможном уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在进行“疯狂”难度等级的游戏时,敌人部队中额外精英的转换百分比</Description_CHI>
|
||
</Property>
|
||
<Property name="UNLIMITED_POOL_OF_TROOPS_NOVICE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
||
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE.
|
||
This setting affects the NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果设定此项为开,女王有无限军队,她永远不会无兵可用,而且当她需要的时候马上就能召集一批士兵。
|
||
如果设定此项为关,女王只有有限的部队。---其他请参阅QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="UNLIMITED_POOL_OF_TROOPS_EXPERIENCED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
||
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED.
|
||
This setting affects the EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果设定此项为开,女王有无限军队,她永远不会无兵可用,而且当她需要的时候马上就能召集一批士兵。
|
||
如果设定此项为关,女王只有有限的部队。---其他请参阅QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="UNLIMITED_POOL_OF_TROOPS_EXPERT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
||
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT.
|
||
This setting affects the EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果设定此项为开,女王有无限军队,她永远不会无兵可用,而且当她需要的时候马上就能召集一批士兵。
|
||
如果设定此项为关,女王只有有限的部队。---其他请参阅QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="UNLIMITED_POOL_OF_TROOPS_INSANE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
||
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_INSANE.
|
||
This setting affects the INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果设定此项为开,女王有无限军队,她永远不会无兵可用,而且当她需要的时候马上就能召集一批士兵。
|
||
如果设定此项为关,女王只有有限的部队。---其他请参阅QUEENS_INITIAL_POOL_OF_TROOPS_INSANE
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE" datatype="numeric" minvalue="50" maxvalue="500" defaultvalue="0" interval="50">
|
||
<Description_ENG>
|
||
This is the number of troops the queen has at her disposal at the start of the game. This setting affects NOVICE difficulty.
|
||
If UNLIMITED_POOL_OF_TROOPS_NOVICE = TRUE, this setting is ignored.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度游戏开始时女王拥有多少部队?</Description_CHI>
|
||
</Property>
|
||
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED" datatype="numeric" minvalue="100" maxvalue="1000" defaultvalue="0" interval="50">
|
||
<Description_ENG>
|
||
This is the number of troops the queen has at her disposal at the start of the game. This setting affects EXPERIENCED difficulty.
|
||
If UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = TRUE, this setting is ignored.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度游戏开始时女王拥有多少部队?</Description_CHI>
|
||
</Property>
|
||
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT" datatype="numeric" minvalue="200" maxvalue="3000" defaultvalue="0" interval="100">
|
||
<Description_ENG>
|
||
This is the number of troops the queen has at her disposal at the start of the game. This setting affects EXPERT difficulty.
|
||
If UNLIMITED_POOL_OF_TROOPS_EXPERT = TRUE, this setting is ignored.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度游戏开始时女王拥有多少部队?</Description_CHI>
|
||
</Property>
|
||
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_INSANE" datatype="numeric" minvalue="300" maxvalue="10000" defaultvalue="0" interval="100">
|
||
<Description_ENG>
|
||
This is the number of troops the queen has at her disposal at the start of the game. This setting affects INSANE difficulty.
|
||
If UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE, this setting is ignored.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度游戏开始时女王拥有多少部队?</Description_CHI>
|
||
</Property>
|
||
<Property name="QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Amount of troops that will be added to queens army when the troops pool is empty.</Description_ENG>
|
||
<Description_GER>Die Menge an Truppen, welche der Armee der Königin hinzugefügt werden, wenn ihr Nachschub versiegt.</Description_GER>
|
||
<Description_RUS>Количество войск, добавляемое к армии Дейдраны, если войска закончились.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>Amount of troops that will be added to queens army when the troops pool is empty.</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_STARTING_ALERT_LEVEL_NOVICE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This sets the enemy's starting Alert Level in NOVICE difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
新手难度敌兵警戒级别。
|
||
首先概念解释:警戒等级
|
||
每次一组敌人进入一个新的地区时,敌人都会对周边地区进行一次探查,并有一定几率(取决于警戒等级)能发现邻近地区的玩家的队伍。驻军会定期探查周边地区。
|
||
警戒等级低的话,敌人探查到你的几率较小,且侵略性较低,不会在地图上追击你的佣兵。
|
||
此设置项决定不同难度下敌人的警戒等级,即成功探查到邻近地区的玩家并追击的几率。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This sets the enemy's starting Alert Level in EXPERIENCED difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
老手难度敌兵警戒级别。
|
||
首先概念解释:警戒等级
|
||
每次一组敌人进入一个新的地区时,敌人都会对周边地区进行一次探查,并有一定几率(取决于警戒等级)能发现邻近地区的玩家的队伍。驻军会定期探查周边地区。
|
||
警戒等级低的话,敌人探查到你的几率较小,且侵略性较低,不会在地图上追击你的佣兵。
|
||
此设置项决定不同难度下敌人的警戒等级,即成功探查到邻近地区的玩家并追击的几率。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_STARTING_ALERT_LEVEL_EXPERT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This sets the enemy's starting Alert Level in EXPERT difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
专家难度敌兵警戒级别。
|
||
首先概念解释:警戒等级
|
||
每次一组敌人进入一个新的地区时,敌人都会对周边地区进行一次探查,并有一定几率(取决于警戒等级)能发现邻近地区的玩家的队伍。驻军会定期探查周边地区。
|
||
警戒等级低的话,敌人探查到你的几率较小,且侵略性较低,不会在地图上追击你的佣兵。
|
||
此设置项决定不同难度下敌人的警戒等级,即成功探查到邻近地区的玩家并追击的几率。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_STARTING_ALERT_LEVEL_INSANE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This sets the enemy's starting Alert Level in INSANE difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
疯狂难度敌兵警戒级别。
|
||
首先概念解释:警戒等级
|
||
每次一组敌人进入一个新的地区时,敌人都会对周边地区进行一次探查,并有一定几率(取决于警戒等级)能发现邻近地区的玩家的队伍。驻军会定期探查周边地区。
|
||
警戒等级低的话,敌人探查到你的几率较小,且侵略性较低,不会在地图上追击你的佣兵。
|
||
此设置项决定不同难度下敌人的警戒等级,即成功探查到邻近地区的玩家并追击的几率。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_ALERT_DECAY_NOVICE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects NOVICE difficulty.
|
||
See also "ENEMY_STARTING_LEVEL_NOVICE" for the basic Alert Level.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度下当敌人成功探查到并追击你的部队时,敌人的警戒等级会下降这个数值。</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_ALERT_DECAY_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects EXPERIENCED difficulty.
|
||
See also "ENEMY_STARTING_LEVEL_EXPERIENCED" for the basic Alert Level.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下当敌人成功探查到并追击你的部队时,敌人的警戒等级会下降这个数值。</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_ALERT_DECAY_EXPERT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects EXPERT difficulty.
|
||
See also "ENEMY_STARTING_LEVEL_EXPERT" for the basic Alert Level.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下当敌人成功探查到并追击你的部队时,敌人的警戒等级会下降这个数值。</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_ALERT_DECAY_INSANE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects INSANE difficulty.
|
||
See also "ENEMY_STARTING_LEVEL_INSANE" for the basic Alert Level.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下当敌人成功探查到并追击你的部队时,敌人的警戒等级会下降这个数值。</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_AWARE_BATTLES_NOVICE" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
||
This setting affects NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad Einsteiger.
|
||
</Description_GER>
|
||
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для легкого уровня игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
新手难度下“全面警戒”状态持续到敌人主动对你发起进攻的次数。
|
||
在一定的条件下会促使女王会进入“全面警戒”状态。意思是在一段时间内,敌人一定能够成功探查到周边地区的玩家队伍并追击你的队伍。
|
||
“全面警戒”状态持续到敌人主动对你发起n次进攻后。n即为要设置的值。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_AWARE_BATTLES_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
||
This setting affects EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad Profi.
|
||
</Description_GER>
|
||
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для среднего уровня игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
老手难度下“全面警戒”状态持续到敌人主动对你发起进攻的次数。
|
||
在一定的条件下会促使女王会进入“全面警戒”状态。意思是在一段时间内,敌人一定能够成功探查到周边地区的玩家队伍并追击你的队伍。
|
||
“全面警戒”状态持续到敌人主动对你发起n次进攻后。n即为要设置的值。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_AWARE_BATTLES_EXPERT" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
||
This setting affects EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad Alter Hase.
|
||
</Description_GER>
|
||
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для трудного уровня игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
专家难度下“全面警戒”状态持续到敌人主动对你发起进攻的次数。
|
||
在一定的条件下会促使女王会进入“全面警戒”状态。意思是在一段时间内,敌人一定能够成功探查到周边地区的玩家队伍并追击你的队伍。
|
||
“全面警戒”状态持续到敌人主动对你发起n次进攻后。n即为要设置的值。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_AWARE_BATTLES_INSANE" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
||
This setting affects INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad WAHNSINNIG.
|
||
</Description_GER>
|
||
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для невозможного уровня игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
疯狂难度下“全面警戒”状态持续到敌人主动对你发起进攻的次数。
|
||
在一定的条件下会促使女王会进入“全面警戒”状态。意思是在一段时间内,敌人一定能够成功探查到周边地区的玩家队伍并追击你的队伍。
|
||
“全面警戒”状态持续到敌人主动对你发起n次进攻后。n即为要设置的值。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
||
This setting affects NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度下女王决策的基本间隔。单位:分钟</Description_CHI>
|
||
</Property>
|
||
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
||
This setting affects EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下女王决策的基本间隔。单位:分钟</Description_CHI>
|
||
</Property>
|
||
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
||
This setting affects EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下女王决策的基本间隔。单位:分钟</Description_CHI>
|
||
</Property>
|
||
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
||
This setting affects INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下女王决策的基本间隔。单位:分钟</Description_CHI>
|
||
</Property>
|
||
<Property name="EVALUATION_DELAY_VARIANCE_NOVICE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
||
This setting affects NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度下在基本间隔的基础上还会有一个随机变数。这个随机变数是多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="EVALUATION_DELAY_VARIANCE_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
||
This setting affects EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下在基本间隔的基础上还会有一个随机变数。这个随机变数是多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="EVALUATION_DELAY_VARIANCE_EXPERT" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
||
This setting affects EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下在基本间隔的基础上还会有一个随机变数。这个随机变数是多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="EVALUATION_DELAY_VARIANCE_INSANE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
||
This setting affects INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下在基本间隔的基础上还会有一个随机变数。这个随机变数是多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
||
This setting affects NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度下在玩家攻占一个地区后到女王决定进攻并夺回这个地区之间存在着一段时间的延迟。这段延迟(也就是你喘息的机会)是多久?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
||
This setting affects EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下在玩家攻占一个地区后到女王决定进攻并夺回这个地区之间存在着一段时间的延迟。这段延迟(也就是你喘息的机会)是多久?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
||
This setting affects EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下在玩家攻占一个地区后到女王决定进攻并夺回这个地区之间存在着一段时间的延迟。这段延迟(也就是你喘息的机会)是多久?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
||
<Description_ENG>
|
||
When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
||
This setting affects INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下在玩家攻占一个地区后到女王决定进攻并夺回这个地区之间存在着一段时间的延迟。这段延迟(也就是你喘息的机会)是多久?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||
This setting affects NOVICE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad Einsteiger.
|
||
</Description_GER>
|
||
<Description_RUS>Устанавливает количество дней, в течении которого Дейдрана не будет посылать войска для восстановления потеряных патрулей на легком уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度下你击溃一支敌人的巡逻队后,女王要花多久(单位:天)来重建一支巡逻队?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||
This setting affects EXPERIENCED difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad Profi.
|
||
</Description_GER>
|
||
<Description_RUS>Устанавливает количество дней, в течении которого Дейдрана не будет посылать войска для восстановления потеряных патрулей на среднем уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下你击溃一支敌人的巡逻队后,女王要花多久(单位:天)来重建一支巡逻队?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||
This setting affects EXPERT difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad Alter Hase.
|
||
</Description_GER>
|
||
<Description_RUS>Устанавливает количество дней, в течении которого Дейдрана не будет посылать войска для восстановления потеряных патрулей на трудном уровне игры.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下你击溃一支敌人的巡逻队后,女王要花多久(单位:天)来重建一支巡逻队?</Description_CHI>
|
||
</Property>
|
||
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
||
This setting affects INSANE difficulty.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
||
Diese Einstellung verweist auf den Schwierigkeitsgrad WAHNSINNIG.
|
||
</Description_GER>
|
||
<Description_RUS>
|
||
Устанавливает количество дней, в течении которого
|
||
Дейдрана не будет посылать войска для восстановления потеряных патрулей на невозможном уровне игры.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下你击溃一支敌人的巡逻队后,女王要花多久(单位:天)来重建一支巡逻队?</Description_CHI>
|
||
</Property>
|
||
<Property name="AGGRESSIVE_QUEEN_AI_NOVICE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
||
You may also want to set UNLIMITED_POOL_OF_TROOPS_NOVICE to TRUE, to prevent the queen running out of troops.
|
||
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
||
This setting affects NOVICE mode.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>新手难度下女王是否会以攻为守,不停地进攻你?如果打开的话,记得调高女王的增援部队,或者打开无限部队。否则女王的部队会打光的。</Description_CHI>
|
||
</Property>
|
||
<Property name="AGGRESSIVE_QUEEN_AI_EXPERIENCED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
||
You may also want to set UNLIMITED_POOL_OF_TROOPS_EXPERIENCED to TRUE, to prevent the queen running out of troops.
|
||
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
||
This setting affects EXPERIENCED mode.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>老手难度下女王是否会以攻为守,不停地进攻你?如果打开的话,记得调高女王的增援部队,或者打开无限部队。否则女王的部队会打光的。</Description_CHI>
|
||
</Property>
|
||
<Property name="AGGRESSIVE_QUEEN_AI_EXPERT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
||
You may also want to set UNLIMITED_POOL_OF_TROOPS_EXPERT to TRUE, to prevent the queen running out of troops.
|
||
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
||
This setting affects EXPERT mode.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>专家难度下女王是否会以攻为守,不停地进攻你?如果打开的话,记得调高女王的增援部队,或者打开无限部队。否则女王的部队会打光的。</Description_CHI>
|
||
</Property>
|
||
<Property name="AGGRESSIVE_QUEEN_AI_INSANE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
||
You may also want to set UNLIMITED_POOL_OF_TROOPS_INSANE to TRUE, to prevent the queen running out of troops.
|
||
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
||
This setting affects INSANE mode.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>疯狂难度下女王是否会以攻为守,不停地进攻你?如果打开的话,记得调高女王的增援部队,或者打开无限部队。否则女王的部队会打光的。</Description_CHI>
|
||
</Property>
|
||
<Property name="ENEMY_INVESTIGATE_SECTOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If set to TRUE, then the enemies from adjacent sectors of the city will come to investigate what happened when one of the city sectors is taken by player. It will happen only when the tactical view is active.
|
||
This behavior was deactivated (set to FALSE) in original game.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Wenn dieser Wert auf TRUE gesetzt wird, wird der Feind aus benachbarten Stadtsektoren zwecks Untersuchung in einem Sektor erscheinen, wenn ein Stadtsektor vom Spieler befreit wurde. Dies geschieht nur, wenn der Taktikbildschirm aktiv ist.
|
||
Dieses Verhalten war im Original deaktiviert (auf FALSE gesetzt).
|
||
</Description_GER>
|
||
<Description_RUS>Если включен, вражески отряды из соседних с занятими игроком городских секторов будут идти для проверки в захваченный сектор. В оригинальной игре - выключено.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果设置为TRUE的话,在战术界面下,如果你攻下了某个城市中的一个地区,这个城市的其他地区的驻军可能会来到你攻占的地区来看看这里发生了什么事。</Description_CHI>
|
||
</Property>
|
||
<Property name="REASSIGN_PENDING_REINFORCEMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>After the sector is taken by the player, the game will check to see if there are any pending reinforcements for 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 (set to TRUE) in original to make the game easier.</Description_ENG>
|
||
<Description_GER>
|
||
Nachdem ein Sektor vom Spieler erobert wurde, wird das Spiel prüfen, ob noch Verstärkungen für den Sektor anhängig sind. Falls dieser Wert auf TRUE gesetzt wird, so werden ihre Befehle storniert und die Truppen neu zugeordnet.
|
||
Diese Funktion schwächt die KI und war im Original abgeschaltet (auf TRUE gesetzt), um das Spiel leichter zu machen.
|
||
</Description_GER>
|
||
<Description_RUS>После захвата игроком сектора игра проверяла направлены ли в сектор резервы врага и если этот параметр включен - отменяла все приказы. В оригинальной игре эта опция была включена, что упрощало игру.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果打开此项的话,在你攻下一个地区后,系统会检测一下有没有敌人的部队正在赶来支援的。如果有的话,就会取消他们的当前任务(不再赶来了),重新分配任务。这样会使得游戏变简单。</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Militia Training Settings">
|
||
<Description_ENG>These settings control the training of Town Militia.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练民兵设置</Description_CHI>
|
||
<Properties>
|
||
<Property name="MAX_MILITIA_PER_SECTOR" datatype="numeric" minvalue="0" maxvalue="32" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This defines the maximum size of any Militia group on the Strategic map (including Mobile groups).
|
||
Also see "MAX_NUMBER_REBELS_IN_TACTICAL" to see how many can actually appear simultaneously in TACTICAL mode.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>每个地区最多能有多少民兵?</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_MILITIA_TRAINED_PER_SESSION" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the number of Militia trained in a single training session.
|
||
If LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE, then this is the MAXIMUM possible number of men trained in a single session, although most mercs will train LESS than this amount.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>一次最多能训练多少民兵?(这只是一次”最多“能训练的数量,具体数量跟领导挂钩,参看下面几项)</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_LOYALTY_TO_TRAIN_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is the minimum loyalty a town must have before it allows you to train militia.</Description_ENG>
|
||
<Description_GER>Dies ist die Mindestloyalität, die eine Stadt Ihnen entgegen bringen muss, damit Sie Miliz ausbilden können.</Description_GER>
|
||
<Description_RUS>Минимально необходимая для тренировки ополчения лояльность.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练民兵需要的最低忠诚度。</Description_CHI>
|
||
</Property>
|
||
<Property name="MILITIA_TRAINING_RATE" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>This controls how fast town militia gets trained. Increase this value to speed up Militia training.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练民兵的速度。越高越快。</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_TRAINING_ELITE_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Allows the training of Elite militia (Dark-Blue Shirts).</Description_ENG>
|
||
<Description_GER>Diese Einstellung erlaubt das Trainieren erfahrener Miliz.</Description_GER>
|
||
<Description_RUS>Позволяет тренировать ветеранов ополчения</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>可以训练深蓝民兵吗?</Description_CHI>
|
||
</Property>
|
||
<Property name="ELITE_MILITIA_TRAINING_DELAY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The ability to train Elite Militia is delayed to this day. "ALLOW_TRAINING_ELITE_MILITIA" must be set to TRUE.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>从第几天开始能训练深蓝民兵?</Description_CHI>
|
||
</Property>
|
||
<Property name="RPC_BONUS_TO_MILITIA_TRAINING_RATE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
The militia training bonus for RPC (as a percentage of normal training speed). RPCs (Ira, Miguel, etc) train militia a bit faster.
|
||
0 = No bonus.
|
||
10 = RPCs train militia 10% faster than normal.
|
||
And so on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>本地佣兵训练民兵能快上百分之多少?</Description_CHI>
|
||
</Property>
|
||
<Property name="MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the minimum leadership score a character must have to be able to train Town Militia.
|
||
0 = no limit.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练民兵最低需要多少领导?</Description_CHI>
|
||
</Property>
|
||
<Property name="LEADERSHIP_AFFECTS_MILITIA_QUANTITY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When this is activated, a militia trainer's Leadership will determine how many Town Militia are produced in each training session.
|
||
The exact number of militia you produce depends on how far the character's leadership is above the MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA value, and how far it is below the REQ_LEADERSHIP_FOR_MAX_MILITIA value.
|
||
Characters cannot train less than 1 militia per session, and they cannot train more than the amount set in the "NUM_MILITIA_TRAINED_PER_SESSION" value.
|
||
Only the BEST trainer in the sector determines the number of militia produced. Other trainers, if present, reduce the time it takes to train militia (as normal) but do NOT increase the number of men trained!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>领导影响一次训练民兵的数量?</Description_CHI>
|
||
</Property>
|
||
<Property name="REQ_LEADERSHIP_FOR_MAX_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This sets the minimum Leadership a trainer must have, to be able to train a full squad of Town Militia. The size of a full squad is set in "NUM_MILITIA_TRAINED_PER_SESSION", and is normally set at 10 militia.
|
||
Trainers with less than this much Leadership will train fewer men.
|
||
0 = Any trainer will train a full squad.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
比如你在NUM_MILITIA_TRAINED_PER_SESSION这一项里设置了10,那你领导要达到60才能一次训练出10个民兵,否则训练不满10个。
|
||
0 = 所有人均可训练民兵
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="TEACHER_TRAIT_EFFECT_ON_LEADERSHIP" datatype="numeric" minvalue="0" maxvalue="5000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This value determines how much the Teacher Trait increases our "effective" leadership for the purposes of determining whether we have reached the required score to train militia. (See also MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA)
|
||
100 = no effect.
|
||
200 = each level of "TEACHING" will double our effective leadership score. (Expert Teaching = x4!)
|
||
Note: This is only used if Old Trait System is played
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
该值决定了“教学”技能会增加多少有效“领导”技能,使之达到训练民兵的要求。
|
||
100 = 无效
|
||
200 = 每级“教学”技能会使“领导”技能翻倍。专家级“教学”技能等于4倍效果!
|
||
请注意,仅在旧技能系统下有效
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Mobile Militia Training Settings">
|
||
<Description_ENG>These settings control the training of Mobile Militia.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>以下设定控制着移动民兵的相关选项</Description_CHI>
|
||
<Properties>
|
||
<Property name="ALLOW_MOBILE_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Allows creating Mobile Militia groups. These militia can move around the map, fighting any enemies they encounter. They are (normally) more expensive and better trained than Town Militia.</Description_ENG>
|
||
<Description_GER>Diese Einstellung erlaubt der Miliz, sich auf der strategischen Karte zu bewegen.</Description_GER>
|
||
<Description_RUS>Позволяет ополчению передвигаться по стратегической карте.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>允许训练移动民兵,这些民兵会在大地图上移动,与敌人战斗,比一般民兵稍贵。</Description_CHI>
|
||
</Property>
|
||
<Property name="MOBILE_MILITIA_TRAINING_DELAY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Delay the ability to train Mobile Militia to this day.
|
||
ALLOW_MOBILE_MILITIA must be set to TRUE, otherwise this value has no effect.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>推迟训练移动民兵到该天的结束。ALLOW_MOBILE_MILITIA必须设定为开,否则此设定无效</Description_CHI>
|
||
</Property>
|
||
<Property name="NUM_MOBILE_MILITIA_TRAINED_PER_SESSION" datatype="numeric" minvalue="1" maxvalue="32" defaultvalue="0" interval="2">
|
||
<Description_ENG>This is the number of Mobile Militia that will be created when a training session is completed.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>每期训练课程结束后,多少移动民兵会毕业</Description_CHI>
|
||
</Property>
|
||
<Property name="MUST_TRAIN_MOBILE_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
This setting determines when and how Mobile Militia are created.
|
||
If set to TRUE, then Mobile Militia must be trained by your mercs, just like Town Militia. They cost a certain amount of money too (see MILITIA_COST_MULTIPLIER_MOBILE).
|
||
If set to FALSE, a group of Mobile Militia will be created for FREE once every few hours, in EVERY CITY you control. (see CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS).
|
||
</Description_ENG>
|
||
<Description_GER>Erzwingt das Bezahlen und Trainieren mobiler Miliz.</Description_GER>
|
||
<Description_RUS>Принудительная оплата и тренировка мобильного ополчения</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
此设定决定了移动民兵何时及怎样被训练出来。
|
||
如果该设定为开,则需要佣兵像训练其他民兵一样花钱花时间花汗水 (具体请参阅MILITIA_COST_MULTIPLIER_MOBILE)
|
||
如果该设定为关,则在你控制的城市里,每隔几小时就会免费训练出一队移动民兵。(具体请参阅CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS" datatype="numeric" minvalue="1" maxvalue="96" defaultvalue="0" interval="2">
|
||
<Description_ENG>
|
||
Will create a new Mobile Militia squad each N hours (12 for example).
|
||
This setting only accepts the following values: 1, 2, 3, 4, 6, 8, 12, 24, 48, 96. Do not use any other values!
|
||
For this setting to have any effect, MUST_TRAIN_MOBILE_MILITIA must be set to FALSE.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练一个新移动民兵小队需要N小时,N仅能取1, 2, 3, 4, 6, 8, 12, 24, 48, 96。若要此设定生效,则MUST_TRAIN_MOBILE_MILITIA必须设定为关。</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the minimum leadership required for training Mobile Militia. Characters with less than this much leadership (after TEACHING trait bonuses, if any) will not be able to train Mobile Militia at all.
|
||
0 = No minimum limit.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练移动民兵所需最小“领导”技能</Description_CHI>
|
||
</Property>
|
||
<Property name="LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When this is activated, a militia trainer's Leadership will determine how many Mobile Militia are produced in each training session.
|
||
The exact number of militia you produce depends on how far the character's leadership is above the MINIMUM_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA value, and how far it is below the REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA value.
|
||
Characters cannot train less than 1 militia per session, and they cannot train more than the amount set in the "NUM_MOBILE_MILITIA_TRAINED_PER_SESSION" value.
|
||
Only the BEST trainer in the sector determines the number of militia produced. Other trainers, if present, reduce the time it takes to train Mobile militia (as normal) but do NOT increase the number of men trained!
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
当此设定开启时,训练民兵的佣兵的“领导”技能多少将决定一期课程课训练处多少移动民兵。具体可以训练多少取决于该佣兵的“领导”技能超出MINIMUM_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA多少,以及低于REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA多少。
|
||
并且该人数大于1,小于NUM_MOBILE_MILITIA_TRAINED_PER_SESSION。请注意,“领导”技能仅取最高值,若有其他训练者,则只是减少训练时间。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
This is the amount of leadership required for training a full-sized mobile militia group. It only works if LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY is also activated.
|
||
Characters with less than this much leadership will train a smaller-than-maximum group. Use NUM_MOBILE_MILITIA_TRAINED_PER_SESSION to determine how many militia are in a "full-sized" group.
|
||
Also note that the TEACHING trait may have an effect on the leadership value of a merc (see related INI setting).
|
||
1 = JA2 Default. All mercs will train a full-sized group.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
训练一个满员的移动佣兵小队需要的“领导”技能。仅在LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY设置为开时起作用。如果负责训练的佣兵的“领导”技能小于该值,则会训练出较少的移动民兵。请在NUM_MOBILE_MILITIA_TRAINED_PER_SESSION中设置满员移动民兵小队的人数。
|
||
1 = JA2默认,所有佣兵均可训练满员的移动佣兵小队
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
If set to TRUE, the quality of newly-trained Mobile Militia depends directly on the Leadership score of the merc who is training them. This only takes into account the best trainer in the sector.
|
||
A merc with 100 Leadership trains only Elite (dark blue) militia. A merc with very low leadership only trains green militia. A merc with 60 Leadership trains an equal number of Greens, Regulars, and Elites.
|
||
Please note that the TEACHER trait can help increase the relative leadership score (see TEACHER_TRAIT_EFFECT_ON_LEADERSHIP).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
如果此项设定为开,新训练出来的移动民兵的质量取决于佣兵的“领导”技能高低,仅取最高值。拥有100“领导”技能的佣兵训练出来的全是精英民兵。“领导”技能60的佣兵会训练出菜鸟,普通,精英民兵各三分之一。
|
||
“教学”技能对此设定有帮助(具体请参阅TEACHER_TRAIT_EFFECT_ON_LEADERSHIP)
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="PERCENT_MOBILE_MILITIA_ELITES" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determine what percent of a newly trained Roaming Militia group will be made up of Elites. If this number is set above 0, at least 1 Elite will be created in every new group.
|
||
This setting requires LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY to be set to FALSE.
|
||
PLEASE NOTE that PERCENT_MOBILE_MILITIA_ELITES + PERCENT_ROAMING_MILITIA_REGULARS must be 100 or LESS. If together they are below 100, the remaining militia will be Green.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
决定了新训练出来的移动民兵中精英民兵的百分比,若想此设定生效,则需关掉LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY这项设定。
|
||
请注意,PERCENT_MOBILE_MILITIA_ELITES + PERCENT_ROAMING_MILITIA_REGULARS必须小于等于100,如果两项加起来不足100,则剩下民兵的均为菜鸟。
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="PERCENT_MOBILE_MILITIA_REGULARS" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Determine what percent of a newly trained Roaming Militia group will be made up of Regulars. If this number is set above 0, at least 1 Regular will be created in every new group.
|
||
This setting requires LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY to be set to FALSE.
|
||
PLEASE NOTE that PERCENT_MOBILE_MILITIA_ELITES + PERCENT_ROAMING_MILITIA_REGULARS must be 100 or less. If together they are below 100, the remaining militia will be Green.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
决定了新训练出来的移动民兵中普通民兵的百分比,若想此设定生效,则需关掉LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY这项设定。
|
||
请注意,PERCENT_MOBILE_MILITIA_ELITES + PERCENT_ROAMING_MILITIA_REGULARS必须小于等于100,如果两项加起来不足100,则剩下民兵的均为菜鸟。
|
||
</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Mobile Militia Movement Settings">
|
||
<Description_ENG>
|
||
These settings change the way that Mobile Militia move around the map.
|
||
Naturally, none of these settings are used unless ALLOW_MOBILE_MILITIA is set to TRUE.
|
||
</Description_ENG>
|
||
<Description_GER>In dieser Sektion können Sie die globalen Spieleinstellungen verändern.</Description_GER>
|
||
<Description_RUS>Этот раздел отвечает за глобальные игровые настройки.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>以下设定控制着移动民兵的活动方式。如果ALLOW_MOBILE_MILITIA设定为关,则以下各设定均无效</Description_CHI>
|
||
<Properties>
|
||
<Property name="RESTRICT_ROAMING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If you wish to use Exploration-Based or Dynamic Roaming Restrictions, this setting must be set to TRUE!
|
||
If set to FALSE, Mobile Militia will be allowed to go whereever they want on the strategic map.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果你希望移动民兵基于探索过的区域或动态巡逻限制,该设定一定要为开!如果设置为关,移动民兵则可以在地图上四处乱窜</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>If both this and RESTRICT_ROAMING are set to TRUE, allows Mobile Militia to move through any sectors previously visited by the player.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果该设定和RESTRICT_ROAMING均设定为开,则移动民兵可以自由穿过玩家部队之前探索过的区域</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_DYNAMIC_RESTRICTED_ROAMING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>
|
||
If both this and RESTRICT_ROAMING are set to TRUE, Roaming Militia movement will be restricted depending on the rules set in DynamicRestrictions.XML.
|
||
By default, these rules will allow Militia to patrol the outskirts of liberated cities, as well as any strategically-important areas around those cities. The more cities you conquer, the more areas can be patrolled.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>如果该设定和RESTRICT_ROAMING均设定为开,则民兵的移动范围会限制在DynamicRestrictions.XML所指定的范围内。该文件的默认设定是民兵可以巡逻于被解放城市的外围和地图上的战略要点。越多城市被解放,则民兵巡逻范围越大</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>When set to TRUE, Mobile Militia can move through "minor" city sectors - ones that do not allow local militia training. This includes Omerta, San Mona, Tixa, Orta, and Estoni.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>При включении, ополчение получает возможность проходить через сектора, где нельзя тренировать ополчение - Сан-Мона, Омерта и т.д. </Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>当该设定为开时,移动民兵可以进驻到不能训练民兵的区域,比如Omerta, San Mona, Tixa, Orta等</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>Determines whether Mobile Militia can automatically move into a liberated SAM site sector (and stay there).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>决定移动民兵是否可以进驻已解放SAM基地</Description_CHI>
|
||
</Property>
|
||
<Property name="ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
||
<Description_ENG>Determines whether Mobile Militia can automatically move into a liberated Major City sector (and stay there).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>决定移动民兵是否可以进驻已解放城市</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Militia Strength Settings">
|
||
<Description_ENG>These settings control the strength of town or mobile militia in tactial combat and autoresolve.</Description_ENG>
|
||
<Description_GER>In dieser Sektion können Sie die Stärke der Milizen verändern.</Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>以下设定控制着民兵的精壮程度,也就是在自动战斗中的表现</Description_CHI>
|
||
<Properties>
|
||
<Property name="GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Novice militia strength bonus
|
||
Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can also be
|
||
negative, meaning the militia will be weaker.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>菜鸟民兵精壮奖励,民兵在自动战斗时候的表现,命中敌人及躲避敌人子弹的能力。负值则表示民兵变弱</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Regular militia strength bonus
|
||
Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can also be
|
||
negative, meaning the militia will be weaker.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>普通民兵精壮奖励,民兵在自动战斗时候的表现,命中敌人及躲避敌人子弹的能力。负值则表示民兵变弱</Description_CHI>
|
||
</Property>
|
||
<Property name="VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Veteran militia strength bonus
|
||
Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can also be
|
||
negative, meaning the militia will be weaker.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>精英民兵精壮奖励,民兵在自动战斗时候的表现,命中敌人及躲避敌人子弹的能力。负值则表示民兵变弱</Description_CHI>
|
||
</Property>
|
||
<Property name="GREEN_MILITIA_APS_BONUS" datatype="numeric" minvalue="-75" maxvalue="75" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Novice militia AP bonus
|
||
Flat bonus to Militiamen Action Points.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>菜鸟民兵AP奖励</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_MILITIA_APS_BONUS" datatype="numeric" minvalue="-75" maxvalue="75" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Regular militia AP bonus
|
||
Flat bonus to Militiamen Action Points.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>普通民兵AP奖励</Description_CHI>
|
||
</Property>
|
||
<Property name="VETERAN_MILITIA_APS_BONUS" datatype="numeric" minvalue="-75" maxvalue="75" defaultvalue="5" interval="1">
|
||
<Description_ENG>
|
||
Veteran militia AP bonus
|
||
Flat bonus to Militiamen Action Points.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>精英民兵AP奖励</Description_CHI>
|
||
</Property>
|
||
<Property name="GREEN_MILITIA_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Novice militia CTH bonus
|
||
Percentual bonus to Militia total precalculated CtH every shot.
|
||
(100 here means the militia has always CtH doubled.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>菜鸟民兵命中率奖励,按百分比计算。100意味着民兵有双倍的命中率</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_MILITIA_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Regular militia CTH bonus
|
||
Percentual bonus to Militia total precalculated CtH every shot.
|
||
(100 here means the militia has always CtH doubled.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>普通民兵命中率奖励,按百分比计算。100意味着民兵有双倍的命中率</Description_CHI>
|
||
</Property>
|
||
<Property name="VETERAN_MILITIA_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Veteran militia CTH bonus
|
||
Percentual bonus to Militia total precalculated CtH every shot.
|
||
(100 here means the militia has always CtH doubled.)
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>精英民兵命中率奖励,按百分比计算。100意味着民兵有双倍的命中率</Description_CHI>
|
||
</Property>
|
||
<Property name="GREEN_MILITIA_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Novice militia damage resistance bonus
|
||
Normal and energy damage is reduced by this many percents.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>菜鸟民兵伤害抵抗奖励</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_MILITIA_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Regular militia damage resistance bonus
|
||
Normal and energy damage is reduced by this many percents.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>普通民兵伤害抵抗奖励</Description_CHI>
|
||
</Property>
|
||
<Property name="VETERAN_MILITIA_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Veteran militia damage resistance bonus
|
||
Normal and energy damage is reduced by this many percents.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>精英民兵伤害抵抗奖励</Description_CHI>
|
||
</Property>
|
||
<Property name="GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER" datatype="numeric" minvalue="-5" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Novice militia equipment quality modifier
|
||
Determines bonus to assigned weapon and gear quality (coolness).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>菜鸟民兵装备等级修正</Description_CHI>
|
||
</Property>
|
||
<Property name="REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER" datatype="numeric" minvalue="-5" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Regular militia equipment quality modifier
|
||
Determines bonus to assigned weapon and gear quality (coolness).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>普通民兵装备等级修正</Description_CHI>
|
||
</Property>
|
||
<Property name="VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER" datatype="numeric" minvalue="-5" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Veteran militia equipment quality modifier
|
||
Determines bonus to assigned weapon and gear quality (coolness).
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>精英民兵装备等级修正</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Shopkeeper Inventory Settings">
|
||
<Description_ENG>This section controls the inventories of the merchants in Arulco.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在这个区可以调整Arulco的商人们的相关设定</Description_CHI>
|
||
<Properties>
|
||
<Property name="TONY_USES_BOBBY_RAYS_SETTING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Tony uses Bobby Ray's setting (makes his inventory better).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Тони использует настройки Боби Рэя (улучшеный ассортимент)</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>Tony使用BR设置(让他的货更好更多)</Description_CHI>
|
||
</Property>
|
||
<Property name="DEVIN_USES_BOBBY_RAYS_SETTING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Devin uses Bobby Ray's setting (makes his inventory better).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>Дэвин использует настройки Боби Рэя (улучшеный ассортимент)</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>Devin使用BR设置(让他的货更好更多)</Description_CHI>
|
||
</Property>
|
||
<Property name="CHANCE_TONY_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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 at least a day.) 80 percent is vanilla settings, 100 means Tony will always be home.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>Tony在家的几率</Description_CHI>
|
||
</Property>
|
||
<Property name="FAST_BOBBY_RAY_SHIPMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
||
<Description_ENG>Turn on to get BR shipments faster.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Strategic Assignment Settings">
|
||
<Description_ENG>The settings in this section control the behavior of "merc assignments", such as Doctoring, Repairing, and Training.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在这个区可以调整“佣兵的任务”相关内容,比如“医疗”、“修理”、“教学”等</Description_CHI>
|
||
<Properties>
|
||
<Property name="MINUTES_FOR_ASSIGNMENT_TO_COUNT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
The amount time must be on assignment before it can have any effect. Remember that all assignments make this check at the "FULL" hour.
|
||
For instance, if the default is used (45), a character can start work at 13:15 and his work takes effect at the next full hour - 14:00. However, if he starts work at 13:16, he fails the check at 14:00 and his work only takes effect at 15:00.
|
||
If a character goes to sleep/wakes up, his "minutes of work so far" counter is reset to 0.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
任务进行时间,请记住所有工作均在整点检查。举个例子,如果该值设定为45,某佣兵在13:15开始某项工作,则他的工作在14:00的时候产生效果。如果他13:16开始工作,则他的工作在15:00才会有效果,因为他错过了14:00的检查。
|
||
如果该佣兵去睡觉或者刚醒来,则他的“目前工作时间”重置为0
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The minimum skill a character must have to be able to train that skill at all.</Description_ENG>
|
||
<Description_GER>Der Mindestwert, der benötigt wird, um eine Söldnereigenschaft zu trainieren.</Description_GER>
|
||
<Description_RUS>Минимальное значение, необходимое для тренировки умения.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>可以进行“训练”相关任务的最小属性要求</Description_CHI>
|
||
</Property>
|
||
<Property name="MAX_SKILL_ACHIEVABLE_BY_TRAINING" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The maximum level to which a skill can be raised through training.</Description_ENG>
|
||
<Description_GER>Der Maximalwert, zu dem eine Söldnereigenschaft trainiert werden kann.</Description_GER>
|
||
<Description_RUS>Максимальное значение, до которого умение может быть натренировано.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>通过训练某技能所能到达的极限</Description_CHI>
|
||
</Property>
|
||
<Property name="TRAINING_RATE_DIVISOR" datatype="numeric" minvalue="1" maxvalue="5000" defaultvalue="0" interval="100">
|
||
<Description_ENG>The divisor for the rate of training, both alone and with an instructor. Reduce this to increase the speed of all PRACTICE and STUDY assignments.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>训练速率除数,降低该值对“自我训练”和“学习”方面的任务的速率有提升效果</Description_CHI>
|
||
</Property>
|
||
<Property name="INSTRUCTED_TRAINING_DIVISOR" datatype="numeric" minvalue="100" maxvalue="5000" defaultvalue="0" interval="100">
|
||
<Description_ENG>
|
||
When a merc is being trained by another, we divide the bonus points given by the instructor by this value. The result is used as a bonus to the normal number of points the Student would generate on his own.
|
||
Decrease this value to speed up Student/Teacher training.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>当某佣兵被别的佣兵训练时,我们用老师所提供的附加奖励点数除以该值,得到的结果可以认为是学生所能获得的附加奖励点数。降低该值对教学有提速效果</Description_CHI>
|
||
</Property>
|
||
<Property name="TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The training bonus for each level of teaching skill in percentage points. This also applies to training militia.</Description_ENG>
|
||
<Description_GER>
|
||
Der Trainingsbonus für jedes Level der Fertigkeit Lehren (in Prozent).
|
||
Wirkt ebenfalls beim Miliztraining.
|
||
</Description_GER>
|
||
<Description_RUS>Определяет бонус тренеру за каждый уровень умения "обучение" (в процентах)</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在百分比模式下每级“教学”技能提供的附加奖励,训练民兵也适用</Description_CHI>
|
||
</Property>
|
||
<Property name="MIN_SKILL_REQUIRED_TO_TEACH_OTHER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>The minimum skill rating that is needed for teaching a fellow teammate.</Description_ENG>
|
||
<Description_GER>Die Mindesthöhe einer Eigenschaft, um ein Teammitglied unterrichten zu können.</Description_GER>
|
||
<Description_RUS>Минимальный размер умения, необходимый для обучения других.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>教导队友某技能的最低技能值</Description_CHI>
|
||
</Property>
|
||
<Property name="SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Controls whether the game tries to synchronize sleeping periods of Trainers and Trainees working together.
|
||
0 = No sleep synchornization.
|
||
2 = If a Trainer has gone to sleep, all of his students will immediately go to sleep.
|
||
3 = If all Students have gone to sleep, the Trainer immediately goes to sleep.
|
||
1 = Both options on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Контролирует синхронизацию сна учителя и ученика
|
||
0 = нет синхронизации.
|
||
2 = как только тренер засыпает, ученик тоже ложится спать.
|
||
3 = Если все студенты спят, учитель ложится спать.
|
||
1 = Обе последних опции.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
游戏是否同步老师和学生的睡觉时段以便更好的合作
|
||
0 = 不同步
|
||
2 = 如果老师睡着,则他的所有学生马上去睡觉
|
||
3 = 如果全部学生都睡着,则老师马上去睡觉
|
||
1 = 以上两功能全部开启
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Controls whether the game tries to synchronize waking periods of Trainers and Trainees working together.
|
||
0 = No wake synchornization.
|
||
2 = If a Trainer has woken up, all of his students will immediately wake up.
|
||
3 = If all Students have woken up, the Trainer immediately wakes up.
|
||
1 = Both options on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Контролирует синхронизацию просыпания учителя и ученика
|
||
0 = нет синхронизации.
|
||
2 = как только тренер просыпается, ученик тоже просыпается.
|
||
3 = Если все студенты просыпаются, учитель просыпается.
|
||
1 = Обе последних опции.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
游戏是否同步老师和学生的清醒时段以便更好的合作
|
||
0 = 不同步
|
||
2 = 如果老师醒来,则他的所有学生马上醒来
|
||
3 = 如果全部学生都醒着,则老师马上醒来
|
||
1 = 以上两功能全部开启
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="REST_IF_NO_TRAINING_PARTNER_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Controls whether Students and Trainers that have no one to work with go into "resting" mode (temporarily) to conserve/replenish their stamina while they wait.
|
||
0 = Disabled.
|
||
2 = If a Trainer is awake but all his students are asleep, he will rest and replenish his Stamina, until at least one Student wakes up.
|
||
3 = If a Student is awake but his trainer is asleep, he will rest and replenish his Stamina, until his trainer wakes up. He will NOT study alone during his rest!
|
||
1 = Both options on.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS>
|
||
Контролирует восстановление стамины в режиме отдыха.
|
||
0 = Отключено.
|
||
2 = если тренер не спит, хотя все его студенты спят, он отдыхает и восстанавливает стамину, пока кто-нить не проснется.
|
||
3 = Если студенты не спят, когда тренер спит, они восстанавливают стамину, пока учитель не проснется. Он не может учить пока они отдыхают!
|
||
1 = Обе последних опции.
|
||
</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>
|
||
学生或老师在休息模式时是否会恢复精力值
|
||
0 = 此功能关闭
|
||
2 = 如果老师醒着但是学生睡着了,则老师会恢复精力值,直到至少有一个学生醒来
|
||
3 = 如果学生醒着但是老师睡着了,则学生会恢复精力值,直到老师醒来,但是这段期间他不会自学!
|
||
1 = 以上两个功能都开启
|
||
</Description_CHI>
|
||
</Property>
|
||
<Property name="NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is a divisor to the natural hourly healing rate of a character, when he is assigned as "PATIENT" or is currently resting (I.E. assigned to a squad but not traveling).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在无任务或成为“病人”的佣兵每小时生命值回复速率除数</Description_CHI>
|
||
</Property>
|
||
<Property name="NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is a divisor to the natural hourly healing rate of a character, when he is assigned to a non-combat job ("DOCTOR", "REPAIR", "TRAINING", etcetera). Also applies if the character is inside any vehicle (even when resting).</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在执行“医疗”、“修理”、“训练”等非战斗任务的佣兵每小时生命值回复速率除数</Description_CHI>
|
||
</Property>
|
||
<Property name="NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is a divisor to the natural hourly healing rate of a character, when he is assigned to a squad and is currently traveling.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在行军过程中的佣兵每小时生命值恢复速率除数</Description_CHI>
|
||
</Property>
|
||
<Property name="DOCTORING_RATE_DIVISOR" datatype="numeric" minvalue="100" maxvalue="5000" defaultvalue="0" interval="100">
|
||
<Description_ENG>
|
||
When calculating how many Doctoring Points a doctor can generate every hour, we divide the Total number of points he can generate a day by this number.
|
||
Decrease this to make Doctoring go faster.
|
||
</Description_ENG>
|
||
<Description_GER>
|
||
Erhöhen Sie diesen Wert, um die Sanitäterpunkte zu verringern - und vice versa.
|
||
Bei einem Wert von 2400 liegt das theoretische Maximum bei 150 Punkten (= volle Heilungspunkte pro Tag).
|
||
</Description_GER>
|
||
<Description_RUS>Увеличивает или уменьшает PTS доктора при 2400 теоретический максимум в 150 PTS в день.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在计算一个医生每小时可以获得多少医疗点数时,我们用一天他(她)可获得的总数除以该数值,该值越小则治疗越快速</Description_CHI>
|
||
</Property>
|
||
<Property name="HOSPITAL_HEALING_RATE" datatype="numeric" minvalue="1" maxvalue="12" defaultvalue="0" interval="1">
|
||
<Description_ENG>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!</Description_ENG>
|
||
<Description_GER>
|
||
Dies bestimmt, wie viele Lebenspunkte jeder Krankenhauspatient im Krankenhaus pro Stunde zurückgewinnt.
|
||
Ein guter Söldnerarzt kann etwa 4 Punkte pro Stunde heilen, aber das wird auf alle Patienten verteilt!
|
||
</Description_GER>
|
||
<Description_RUS>Определяет количество здоровья, восстанавливаемое в час каждым пациентом госпиталя.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在医院中的病人每小时所获得的治疗点数,一个顶级战地医生每小时最多可以治疗4点,不过还要分散给每个病人!</Description_CHI>
|
||
</Property>
|
||
<Property name="BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
||
<Description_ENG>Base medical skill required to deal with an emergency (when a patient has less than 15 health left).</Description_ENG>
|
||
<Description_GER>Basisfähigkeit um mit Notfällen zurecht zu kommen (wenn ein Patient weniger als 15 Lebenspunkte übrig hat).</Description_GER>
|
||
<Description_RUS>Базовый размер умения для оказания помощи при здоровье пациента менее 15 хп.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>处理紧急事故(患者生命值15以下)时所需的“医疗”技能值</Description_CHI>
|
||
</Property>
|
||
<Property name="MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY" datatype="numeric" minvalue="1" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>This is a multiplier for the minimum medical skill needed for each injury point below 15 health points.</Description_ENG>
|
||
<Description_GER>Dies ist ein Multiplikator der benötigten Eigenschaft für jeden Lebenspunkt niedriger als 15.</Description_GER>
|
||
<Description_RUS>Множитель, определяющий необходимый уровень умения для реанимации, за каждый хп меньше 15.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在患者生命值15以下时,治疗每点伤害所需的最小“医疗”技能值乘数</Description_CHI>
|
||
</Property>
|
||
<Property name="POINT_COST_PER_HEALTH_BELOW_OKLIFE" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>The number of Doctoring Points needed to heal each injury point below 15 health.</Description_ENG>
|
||
<Description_GER>Die Zahl der benötigten Einheiten für jeden Punkt niedriger als der Wert von 15 Lebenspunkten.</Description_GER>
|
||
<Description_RUS>Количество PTS необходимых для восстановления каждого хп, меньше 15.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>患者生命值15以下时,用来治疗每点伤害所需的医疗点数</Description_CHI>
|
||
</Property>
|
||
<Property name="REPAIR_POINT_COST_TO_FIX_WEAPON_JAM" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
||
<Description_ENG>The cost in Repair Points to unjam a weapon.</Description_ENG>
|
||
<Description_GER>Die Kosten, um eine blockierte Waffe wieder funktionsfähig zu machen (in Punkten).</Description_GER>
|
||
<Description_RUS>Стоимость расклинивания оружия в PTS ремонта</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>解决卡弹武器所需的修理点数</Description_CHI>
|
||
</Property>
|
||
<Property name="REPAIR_RATE_DIVISOR" datatype="numeric" minvalue="500" maxvalue="5000" defaultvalue="0" interval="500">
|
||
<Description_ENG>Increase to reduce repair PTS, or vice versa.</Description_ENG>
|
||
<Description_GER>Erhöhen Sie diesen Wert, um die Raparaturpunkte eines Söldners zu verringern - und vice versa.</Description_GER>
|
||
<Description_RUS>Регулирует PTS для ремонта.</Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>增加此值减少修理PTS,反之亦然</Description_CHI>
|
||
</Property>
|
||
<Property name="REPAIR_SESSIONS_PER_DAY" datatype="numeric" minvalue="1" maxvalue="96" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points he 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.
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI>在计算一个角色被分配执行修理任务时所能获得修理点数时,我们用他(她)一天所获得的所有修理点数,除以该数值(一般取24,代表24小时)。该值越高则修理越慢,该值越低则修理越快</Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Clock Settings">
|
||
<Description_ENG>These settings control the speed behavior of the game.</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
<Properties>
|
||
<Property name="CLOCK_SPEED_PERCENT" datatype="numeric" minvalue="100" maxvalue="300" interval="10">
|
||
<Description_ENG>
|
||
Change in Clock Speed from base clock speed in percent.
|
||
Range: 100 - 300 Default: 150
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="UPDATE_FREQUENCY" datatype="numeric" minvalue="1000" maxvalue="20000" interval="500">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="FAST_FORWARD_PERIOD" datatype="numeric" minvalue="1" maxvalue="10000" interval="100">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
<Property name="FAST_FORWARD_KEY" datatype="text" minvalue="0" maxvalue="0" interval="0">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER></Description_GER>
|
||
<Description_RUS></Description_RUS>
|
||
<Description_POL></Description_POL>
|
||
<Description_CHI></Description_CHI>
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
<Section name="Overhead Map Settings">
|
||
<Description_ENG>These settings control the new approximation for the last enemy's position (Big Maps Only!) on the overhead map (the one you get when pressing the INSERT key)</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
<Properties>
|
||
<Property name="MARKER_MODE" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
Modes:
|
||
0 Off
|
||
1 Draw Rectangles
|
||
2 Draw Rectangles and hatch them with the 'no deployment' pattern
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="DAYTIME_PRECISION" datatype="numeric" minvalue="0" maxvalue="5" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="NIGHTTIME_PRECISION" datatype="numeric" minvalue="0" maxvalue="5" defaultvalue="0" interval="1">
|
||
<Description_ENG>
|
||
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
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
<Property name="MAX_SOLDIERS_LEFT" datatype="numeric" minvalue="1" maxvalue="64" defaultvalue="1" interval="1">
|
||
<Description_ENG>
|
||
Number of remaining Soldiers before their location gets marked
|
||
</Description_ENG>
|
||
<Description_GER />
|
||
<Description_RUS />
|
||
<Description_POL />
|
||
<Description_CHI />
|
||
</Property>
|
||
</Properties>
|
||
</Section>
|
||
</Sections>
|
||
</Settings> |