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- Externalized the difficulty setings to "TableData\DifficultySettings.xml" file - Some INI Settings (ja2_options.ini, CTHConstants.ini and Creature_Settings.ini) moved from INI file to this xml file These parameters were moved to the file DifficultySettings.xml. ** Ja2_Options.INI ** ENEMY_AP_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_KILLS_PER_PROGRESS_POINT_NOVICE , _EXPERIENCED, _EXPERT, _INSANE INITIAL_GARRISON_PERCENTAGES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE MIN_ENEMY_GROUP_SIZE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE UNLIMITED_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_STARTING_ALERT_LEVEL_NOVICE , _EXPERIENCED, _EXPERT, _INSANE ENEMY_ALERT_DECAY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE NUM_AWARE_BATTLES_NOVICE , _EXPERIENCED, _EXPERT, _INSANE BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE EVALUATION_DELAY_VARIANCE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE , _EXPERIENCED, _EXPERT, _INSANE GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AGGRESSIVE_QUEEN_AI_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL PERCENT_EXTRA_ELITES_EXPERIENCED , _EXPERT, _INSANE MAX_MERC_DEATHS_EASY , _EXPERIENCED, _EXPERT, _INSANE ** Creatures_Settings.INI ** CREATURE_SPREAD_TIME_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BASE_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_REPRODUCTION_BONUS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_INIT_BONUS_SPREAD_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_POPULATION_MODIFIER_NOVICE , _EXPERIENCED, _EXPERT, _INSANE CREATURE_TOWN_AGGRESSIVENESS_NOVICE , _EXPERIENCED, _EXPERT, _INSANE QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL ** CTHConstants.ini ** BASE_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE AIM_DIFFICULTY_NOVICE , _EXPERIENCED, _EXPERT, _INSANE git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2123 4f8fa57e-7814-0410-bad4-adc449f26b7c
4060 lines
234 KiB
INI
4060 lines
234 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13
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;******************************************************************************************************************************
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; This file controls various settings which have been added to the game by the 1.13 mod.
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;
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; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate
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; features unique to 1.13.
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;
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; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change
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; something unless you know what you're doing, or are willing to experiment.
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;
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; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use,
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; and contains more detailed descriptions of each setting and its effect.
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;
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; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning
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; when the game is started, but at worst a default value will be used instead of the wrong one.
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; If any lines are removed from this file, the game will always use a default value.
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;
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; Adding new settings requires changing the game's code.
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;
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;
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes!
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;------------------------------------------------------------------------------------------------------------------------------
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;------------------------------------------------------------------------------------------------------------------------------
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;
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; General Guidelines:
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
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;
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; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
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;
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; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
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;
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; MAX_STRATEGIC_TEAM_SIZE >= 20
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;
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; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
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;
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; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _ELITE_BONUS = 1-100 (percentages)
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;
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;------------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### ####
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; # # ## # # # # # # # # # # # # ## # # #
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; # ## #### # ## #### ### #### # #### #### # # # # ## # ## ####
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; # # # # # # # # # # # # # # # # # # # # #
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; #### #### # # #### # # # # #### #### #### # # ### # # #### ####
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[System Limit Settings]
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;******************************************************************************************************************************
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; These settings control some program limits.
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; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; This is the max number of mercs and vehicles you can recruit.
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;
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; PLEASE NOTE:
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; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
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; To load any "broken" savegames, simply revert to your original settings.
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;------------------------------------------------------------------------------------------------------------------------------
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; Player mercs, valid values 16 through 32, default is 24
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MAX_NUMBER_PLAYER_MERCS = 18
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; Player vehicles, valid values 2 through 6, default is 2
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MAX_NUMBER_PLAYER_VEHICLES = 2
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;------------------------------------------------------------------------------------------------------------------------------
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; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
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;------------------------------------------------------------------------------------------------------------------------------
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; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
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MAX_NUMBER_ENEMIES_IN_TACTICAL = 20
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; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
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MAX_NUMBER_CREATURES_IN_TACTICAL = 20
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; Rebels (i.e., militia), valid values 16 through 64, default is 32
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MAX_NUMBER_MILITIA_IN_TACTICAL = 20
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; Civilians, valid values 16 through 40, default is 32
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MAX_NUMBER_CIVS_IN_TACTICAL = 32
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;------------------------------------------------------------------------------------------------------------------------------
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; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
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; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
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; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
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; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
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;------------------------------------------------------------------------------------------------------------------------------
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; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
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; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
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; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
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; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34.
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; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE
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; regardless of attachments. Values 0-32000, default is 9
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; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99.
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;------------------------------------------------------------------------------------------------------------------------------
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MAX_ITEM_SIZE = 34
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MAX_WEAPON_SIZE = 9
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OLD_INVENTORY_ITEM_NUMBER = 99
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;------------------------------------------------------------------------------------------------------------------------------
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; USE_NEW_CTH_CALCULATION is an experimental switch which causes the game to use a cleaned up version of NCTH calculation.
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; This switch will do nothing if you play with OCTH.
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; The new code is easier to read for programmers and therefore (hopefully) easier to improve. ;-)
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; The switch and the old code will probably be removed in the future.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_NEW_CTH_CALCULATION = TRUE
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Data File Settings]
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;******************************************************************************************************************************
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; These settings tell the game where it should get the data it needs for a few SPECIFIC features.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; Difficulty-based PROF.DAT
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;
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; If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
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; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty
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; level of your current game. This allows using different character profiles depending on difficulty level.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_DIFFICULTY_BASED_PROF_DAT = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; PROFEX (profile externalization)
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;
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; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are
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; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
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; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM!
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;------------------------------------------------------------------------------------------------------------------------------
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; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.
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; If FALSE, reads profile data from PROF.DAT.
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READ_PROFILE_DATA_FROM_XML = FALSE
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; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
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; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML
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; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.
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WRITE_PROFILE_DATA_TO_XML = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; 0 = Use default drop item system for enemies / militia.
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; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
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; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
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;
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; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
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;------------------------------------------------------------------------------------------------------------------------------
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USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
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; Must be TRUE if NUM_P_ITEMS (below) is > 3
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; If an xml file doesn't exist, setting the value to true will create one.
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; Issues have been reported using big maps with this value set to TRUE
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; Valid values = TRUE or FALSE, Default = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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USE_XML_TILESETS = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Change the number of PItem graphics files used by the game
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; Requires using modified xml version of ja2set.dat for values > 3
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; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
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; Do not change this unless you are modding the game, or it will probably break everything!
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; Issues have been reported using big maps with values > 3
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; Valid value range = 3-20, default = 3
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;------------------------------------------------------------------------------------------------------------------------------
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NUM_P_ITEMS = 3
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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[Recruitment Settings]
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;******************************************************************************************************************************
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; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; The following allow you to change how many and which slots from prof.dat are available for
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; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
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; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
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; sets will work although the IMPs will be silent a lot of the time.
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;
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; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
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; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
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; male and one female slot available.
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;
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; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
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; slots 54-56) will be used instead.
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;------------------------------------------------------------------------------------------------------------------------------
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IMP_MALE_CHARACTER_COUNT = 3
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IMP_FEMALE_CHARACTER_COUNT = 3
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IMP_MALE_1 = 51
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IMP_MALE_2 = 52
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IMP_MALE_3 = 53
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; The following are empty in standard JA2 1.13 but do not have full voice sets.
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;IMP_MALE_4 = 169
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;IMP_MALE_5 = 65
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;IMP_MALE_6 = 71
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;IMP_MALE_7 = 163
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;IMP_MALE_8 = 164
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IMP_FEMALE_1 = 54
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IMP_FEMALE_2 = 55
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IMP_FEMALE_3 = 56
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;------------------------------------------------------------------------------------------------------------------------------
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; The following values deal with the I.M.P "personalized" merc generation.
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;------------------------------------------------------------------------------------------------------------------------------
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; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
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; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
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; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
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IMP_INITIAL_POINTS = 500
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; How low any attribute can go before it drops straight to 0.
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IMP_MIN_ATTRIBUTE = 35
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; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
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IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
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; How high any attribute can be increased.
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IMP_MAX_ATTRIBUTE = 85
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; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
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IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
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; You get this many points for selecting a disability for your IMP.
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IMP_BONUS_POINTS_FOR_DISABILITY = 0
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; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
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IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
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; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
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; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
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EXPERTS_GET_DIFFERENT_CHOICES = FALSE
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; The financial cost of the created IMP character.
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IMP_PROFILE_COST = 3000
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; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
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; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
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DYNAMIC_IMP_PROFILE_COST = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; The following values deal with M.E.R.C recruitment settings
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;------------------------------------------------------------------------------------------------------------------------------
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; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
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MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE
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; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
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MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
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; You can set how many mercs can die this way (in total) at each difficulty level.
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;------------------------------------------------------------------------------------------------------------------------------
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;Mercs can be on assignment?
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; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
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; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
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; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
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MERCS_CAN_BE_ON_ASSIGNMENT = 0
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;Can AIM/MERC mercs die while away on other assignments?
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MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
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;------------------------------------------------------------------------------------------------------------------------------
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; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
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; only be recruited for a limited amount of time.
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;------------------------------------------------------------------------------------------------------------------------------
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SLAY_STAYS_FOREVER = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
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; comment on current situation from battlefield if able to (alive and well).
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_SPECK = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc
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; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines).
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_JOHN_KULBA = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc.
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_JOHN_KULBA_DELAY = 14
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;------------------------------------------------------------------------------------------------------------------------------
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; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website.
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;------------------------------------------------------------------------------------------------------------------------------
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RECRUITABLE_JA1_NATIVES = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
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; Valid values are from 1 to 3 where:
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; 1 = immediately after liberating Omerta
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; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
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; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
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; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
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; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
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;------------------------------------------------------------------------------------------------------------------------------
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EARLY_REBELS_RECRUITMENT = 3
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;------------------------------------------------------------------------------------------------------------------------------
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; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page
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;------------------------------------------------------------------------------------------------------------------------------
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SHOW_SKILLS_IN_HIRING_PAGE = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
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; 0 = do not use random stats (JA2 vanilla setting)
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; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
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; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
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; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
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; hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
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; 4 = full randomization of mercs, including traits, gear kits and all statistics
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;
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; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4
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; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits.
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;
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; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution
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;
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; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
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; Valid +/- range (0-50)
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; For example MERCS_RANDOM_STAT_RANGE = 10,
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; Stat = 80 will random between 70-90
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; Stat = 95 will random between 90-100 due to 100 maximum limit
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; Stat = 5 will random between 1-9 due to 1 minimum limit
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; Stat = 0/1/100 will not random
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;
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; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
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; Valid +/- range (0-4)
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; For example MERCS_RANDOM_EXP_RANGE = 2,
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; Exp = 4 will random between 2-6
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; Exp = 8 will random between 7-9 due to 9 maximum limit
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; Exp = 2 will random between 1-3 due to 1 minimum limit
|
|
; Exp = 1/9 will not random
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MERCS_RANDOM_STATS = 0
|
|
MERCS_RANDOM_GEAR_KITS = FALSE
|
|
MERCS_RANDOM_BELL_DISTRIBUTION = TRUE
|
|
MERCS_RANDOM_STAT_RANGE = 10
|
|
MERCS_RANDOM_EXP_RANGE = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
|
|
; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MERCS_RANDOM_START_SALARY = FALSE
|
|
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Financial Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Use these settings to change the financial difficulty of the game.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These are the Starting cash values for the various difficulties.
|
|
; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion)
|
|
; You can also set negative values here.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
STARTING_CASH_NOVICE = 45000
|
|
STARTING_CASH_EXPERIENCED = 35000
|
|
STARTING_CASH_EXPERT = 30000
|
|
STARTING_CASH_INSANE = 15000
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Increases or decreases (by percentage) the amount of cash that mines generate every day.
|
|
;
|
|
; 100% = normal JA2 profits.
|
|
; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
|
|
; This value goes all the way up to 65535%, but that's not recommended.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MINE_INCOME_PERCENTAGE = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Increases the percentage that the merc salaries rise when they go one experience level up
|
|
; (hardcoded salary maximum 30k per day or 500k per one or two weeks)
|
|
; 0 = no raise
|
|
; 25 = default setting
|
|
; 100 = double salary every level up
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enable/Disable the ability to sell unneeded equipment to the locals.
|
|
;
|
|
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
|
|
; FALSE Turns off the option.
|
|
;
|
|
; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
|
|
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
|
|
; Valid ranges for PRICE_MODIFIER are -1-100.
|
|
; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
|
|
; larger modifier.
|
|
; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
|
|
; in the game.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SELL_ITEMS_WITH_ALT_LMB = FALSE
|
|
SELL_ITEMS_PRICE_MODIFIER = 10
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Various costs of training Militia.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Basic cost of training Militia (Green / Rookie)
|
|
MILITIA_BASE_TRAINING_COST = 750
|
|
|
|
; Multiplier for the price of promoting Green Militia to Regular (Light-Blue).
|
|
MILITIA_COST_MULTIPLIER_REGULAR = 1
|
|
|
|
; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue).
|
|
; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
|
|
MILITIA_COST_MULTIPLIER_ELITE = 2
|
|
|
|
; Multiplier for the price of training Mobile Militia.
|
|
MILITIA_COST_MULTIPLIER_MOBILE = 3
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Daily prices for maintaining one militiaman of each type.
|
|
;
|
|
; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia
|
|
; will leave your service.
|
|
;
|
|
; Only militia who have been in your service for 24 hours are paid!
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
|
|
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
|
|
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
|
|
DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
|
|
DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
|
|
DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Change the cost of helicopter movement PER SECTOR.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
;Cost for moving through sectors that are free of enemy SAM Site control.
|
|
HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
|
|
|
|
;Cost for moving through sectors that are being controlled by an enemy SAM Site.
|
|
HELICOPTER_BASE_COST_PER_RED_TILE = 1000
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Change the cost of helicopter hovering in sector.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
;Cost for hovering in sectors that are free of enemy SAM Site control.
|
|
HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50
|
|
|
|
;Cost for hovering in sectors that are being controlled by an enemy SAM Site.
|
|
HELICOPTER_HOVER_COST_ON_RED_TILE = 500
|
|
|
|
;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money.
|
|
HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE
|
|
|
|
;If TRUE, Skyrider will demand money only after safely landing in base.
|
|
HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Troubleshooting Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Use these settings to possibly prevent lock-ups and crashes.
|
|
; This section also contains some error-reporting settings.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Time in seconds for DeadLock delay, default 30.
|
|
; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision).
|
|
; Do not set this too low, or it may cause enemies to become useless!
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DEAD_LOCK_DELAY = 30
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Automatically save the game every N GAME-hours. 0 = disable.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTO_SAVE_EVERY_N_HOURS = 0
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Graphics Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Change basic video/graphics settings.
|
|
; These settings do not affect gameplay at all, only the visual aspect of the game.
|
|
;******************************************************************************************************************************
|
|
|
|
; If disabled the game will run faster.
|
|
VERTICAL_SYNC = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Controls animation speed for faster movements in battle
|
|
; 1.0 = normal
|
|
; 0 = max speed
|
|
; Range: 0-1.0 (fractions are allowed)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
PLAYER_TURN_SPEED_UP_FACTOR = 1.0
|
|
ENEMY_TURN_SPEED_UP_FACTOR = 1.0
|
|
CREATURE_TURN_SPEED_UP_FACTOR = 1.0
|
|
MILITIA_TURN_SPEED_UP_FACTOR = 1.0
|
|
CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Should the game use the externalized sector loadscreens?
|
|
; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml.
|
|
; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_EXTERNALIZED_LOADSCREENS = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show hints on the loadscreen?
|
|
; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_LOADSCREENHINTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
|
|
; The delay will only be used if USE_LOADSCREENHINTS = TRUE
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
;New Starting Gear Interface
|
|
;This will enable the 21 item view in the AIM page and the possibility to select gearkits
|
|
;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used)
|
|
;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_NEW_STARTING_GEAR_INTERFACE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Should the queen's army avoid recruiting Female soldiers?
|
|
; If set to TRUE, female enemies will only occur as Elites in the army.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
SMALL_SIZE_PB = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Sound Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Change the volume and behavior of sounds in JA2 1.13.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Change to increase volume for weapon sounds
|
|
; Range: 0-100%
|
|
; 0 = no change
|
|
; 100 = max volume
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
WEAPON_SOUND_EFFECTS_VOLUME = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play
|
|
; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level
|
|
; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
MAX_PERCENT_NOISE_SILENCED_SOUND = 35
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### ####
|
|
; # # # # # # # # # # # # # # # ## # # #
|
|
; # #### # # # # #### # #### #### # # # # ## # ## ####
|
|
; # # # # # # # # # # # # # # # # # # # #
|
|
; # # # #### # ### #### # # #### #### #### # # ### # # #### ####
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Interface Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the user interface in the TACTICAL screen.
|
|
; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of
|
|
; combat (when all enemies are dead).
|
|
; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This section controls the behavior of the "SHIFT + F" hotkey.
|
|
; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Set this to false to keep weapons loaded.
|
|
; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode.
|
|
SHIFT_F_UNLOAD_WEAPONS = FALSE
|
|
|
|
; Set this to false to keep item attachments.
|
|
; Unseparable attachments will not be removed.
|
|
SHIFT_F_REMOVE_ATTACHMENTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N".
|
|
; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses
|
|
; he's got during the day.
|
|
; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SMART_GOGGLE_SWAP = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles.
|
|
; When FALSE, these hotkeys will only swap goggles for the currently selected squad.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located.
|
|
; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking
|
|
; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
|
|
; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
|
|
; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MINES_SPOTTED_NO_TALK = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ITEMS_SPOTTED_NO_TALK = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour.
|
|
; This setting does not affect leaving sectors on map edges
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
GRID_EXIT_IN_TURNBASED = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
|
|
; If set to "FALSE", the mercs will not stand up after the battle.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
STAND_UP_AFTER_BATTLE = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enable/disable the ability to give commands to Militia during TACTICAL mode.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Use the Enhanced Description Box instead of the old one?
|
|
; 0 = Both Strategic and Tactical
|
|
; 1 = Strategic only
|
|
; 2 = Tactical only
|
|
; Use the in-game Options Menu to turn the E.D.B on and off.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_ENHANCED_DESCRIPTION_BOX = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Toggles new targeting cursors for Burst and Autofire.
|
|
; 0 = No new targeting cursors.
|
|
; 1 = New Burst and Autofire targeting cursors
|
|
; 2 = New Burst targeting cursor only
|
|
; 3 = New Autofire targeting cursor only
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Set default number of autofire bullets:
|
|
; 0 = Max bullets allowed with max aiming
|
|
; 1..10 = Set default number of bullets
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1
|
|
SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1
|
|
SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
|
|
; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
|
|
; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
|
|
; character will see the exact results.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INACCURATE_CTH_READOUT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's
|
|
; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets
|
|
; left is completely hidden.
|
|
; Increasing this value will make it harder to give an accurate bullet count during battle.
|
|
; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is
|
|
; displayed as normal.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
HIDE_BULLET_COUNT_INTENSITY = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution.
|
|
; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MAXIMUM_MESSAGES_IN_TACTICAL = 6
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3).
|
|
; 0 = Data\Interface\PORTRAITICONS_A.STI
|
|
; 1 = Data\Interface\PORTRAITICONS_B.STI
|
|
; 2 = Data\Interface\PORTRAITICONS_C.STI
|
|
; 3 = Data\Interface\PORTRAITICONS_D.STI
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
TACTICAL_FACE_ICON_STYLE = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If enabled, you see camouflaged portraits of your merc if they were any camo.
|
|
; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_CAMOUFLAGE_FACES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show health text when hovering the mouse over an enemy / creature.
|
|
; 0 - do not show
|
|
; 1 - show health as text
|
|
; 2 - show health bar
|
|
; 3 - show health + ap
|
|
; 4 - show health + ap + shock
|
|
; 5 - show health + ap + shock + morale
|
|
; 6 - show health + ap + shock + morale + bp
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_ENEMY_HEALTH = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
|
|
; Alt health bar additionally shows suppression shock level and current cover
|
|
; 0 - nothing
|
|
; 1 - default health bar
|
|
; 2 - alt health bar
|
|
; 3 - alt health bar + AP counter
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_HEALTHBARSOVERHEAD = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show current merc's cover using color - GREEN, YELLOW, ORANGE and RED
|
|
; 0 - do not show cover
|
|
; 1 - show using color of merc's name
|
|
; 2 - same as 1, show only in stealth or when disguised
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_COVER_INDICATOR = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; How should the game display the enemy/player hit counter?
|
|
|
|
; 0 = Show damage inflicted as used to
|
|
; 1 = Show "?" as indicator if you scored a hit
|
|
; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
|
|
; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100)
|
|
; 4 = Show damage as red asterisks
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENEMY_HIT_COUNT = 0
|
|
|
|
PLAYER_HIT_COUNT = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show additional hit info: amount of damage absorbed by armour
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_HIT_INFO = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show additional info in NCTH cursor (press ALT)
|
|
; 0 - default cursor
|
|
; 1 - show enemy armour
|
|
; 2 - show armour, weapons and head items
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ADDITIONAL_NCTH_CURSOR_INFO = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Visual improvements for NCTH cursor:
|
|
; 0 - default cursor
|
|
; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100)
|
|
; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
IMPROVED_NCTH_CURSOR = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show additional suppression information above soldier:
|
|
; light gray counter - suppression points from attack (they are calculated and shown after attack)
|
|
; yellow - shock points from attack
|
|
; blue - AP lost from attack
|
|
; green - number of morale hit events from attack
|
|
; 0 = do not show
|
|
; 1 = show after damage counter
|
|
; 2 = show above soldier
|
|
; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack)
|
|
; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers
|
|
; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_SUPPRESSION_COUNT = 0
|
|
SHOW_SHOCK_COUNT = 0
|
|
SHOW_AP_COUNT = 0
|
|
SHOW_MORALE_COUNT = 0
|
|
SHOW_SUPPRESSION_USE_ASTERISK = FALSE
|
|
SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE
|
|
SHOW_SUPPRESSION_COUNT_ALT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon,
|
|
; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes
|
|
; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button
|
|
; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENABLE_EXT_MOUSE_KEYS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Allow alternate mouse commands
|
|
; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons
|
|
; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx".
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALTERNATE_MOUSE_COMMANDS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Quick items: press ALT+[1..0]
|
|
; Possible Values:
|
|
; [0] - nothing
|
|
; [-1] - HTH (punch)
|
|
; [-2] - Melee (knives)
|
|
; [-3] - Taser (Stun gun)
|
|
; [-4] - Handcuffs
|
|
; [-5] - Sidearm (pistols, machine pistols, small SMGs)
|
|
; [-6] - First Aid kits
|
|
; [-7] - Binoculars
|
|
; [-8] - X-Ray detector
|
|
; [-9] - Metal Detector
|
|
; Positive values: item id from items.xml
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
QUICK_ITEM_1 = 0
|
|
QUICK_ITEM_2 = 0
|
|
QUICK_ITEM_3 = 0
|
|
QUICK_ITEM_4 = 0
|
|
QUICK_ITEM_5 = 0
|
|
QUICK_ITEM_6 = 0
|
|
QUICK_ITEM_7 = 0
|
|
QUICK_ITEM_8 = 0
|
|
QUICK_ITEM_9 = 0
|
|
QUICK_ITEM_0 = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Alternative aiming-levels for targets.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALT_AIMING_ENABLED = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; The merc can now perform aimed burst fire and aimed auto fire.
|
|
; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
|
|
; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel.
|
|
; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
|
|
;
|
|
; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_AIMED_BURST = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: 2
|
|
; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire.
|
|
; 2 is an optimal recommended value.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AIMING_BURST_PENALTY = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: TRUE
|
|
; Disable visibility of enemy, if they see militia but don't see our mercs.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to
|
|
; make it lower for silencer and to make it higher for suppressor.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_WEAR_SUPPRESSOR = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Unnamed civils don't make much actions when you fire. For faster civils turns.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_LAZY_CIVILIANS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Neutral civilians can detect and avoid mines planted by player
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CIVILIANS_AVOID_PLAYER_MINES = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ADD_SMOKE_AFTER_EXPLOSION = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and
|
|
; one of attachments is rubber band or duct tape
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Allow special explosive attachments (items with tags <GasCan>, <Marbles> and <Alcohol> add special explosion effects)
|
|
; one of attachments must be rubber band or duct tape
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: 100
|
|
; Chance to say annoying phrase.
|
|
; 1. when merc see item.
|
|
; 2. when battle turns to real time
|
|
; 3. when merc see enemy
|
|
; 4. approve action
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CHANCE_SAY_ANNOYING_PHRASE = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles)
|
|
; he turn on RED ALERT alarm.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
NEW_AI_TACTICAL = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: 3
|
|
; Penalty (in %) on tile when you shot in head (for enemy and mercs).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOT_HEAD_PENALTY = 3
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: 2
|
|
; Modifer of damage when hit in head (for enemy and mercs).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOT_HEAD_MULTIPLIER = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: 0
|
|
; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOOT_UNSEEN_PENALTY = 100
|
|
|
|
; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
|
|
; This saves AP if we decide to immediately continue moving to another location.
|
|
NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: TRUE
|
|
; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTO_COLLAPSE_INVENTORY_ON_TURN_END = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: TRUE
|
|
; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ADD_PASSENGER_TO_ANY_SQUAD = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Default: FALSE
|
|
; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Difficulty Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Bonus for the player's mercs
|
|
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
|
|
; Do not set this higher than 50.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
PLAYER_AP_BONUS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enemy CtH bonus
|
|
; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat.
|
|
; "0" means <no change>, 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
|
|
; current shot, he has 60% instead).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; values represent percentual increase
|
|
ADMIN_CTH_BONUS_PERCENT = 0
|
|
REGULAR_CTH_BONUS_PERCENT = 0
|
|
ELITE_CTH_BONUS_PERCENT = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enemy item quality modifiers
|
|
; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10
|
|
; Default is 0
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
ELITE_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enemy damage resistance bonus
|
|
; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
|
|
; punches will be reduced by as many percent as you set here.
|
|
; The setting also reduce the breath (aka energy) damage inflicted.
|
|
; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; values represent percentual reduction
|
|
ADMIN_DAMAGE_RESISTANCE = 0
|
|
REGULAR_DAMAGE_RESISTANCE = 0
|
|
ELITE_DAMAGE_RESISTANCE = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These options determine if the game skill traits should be also available to enemies or militia
|
|
;
|
|
; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
|
|
; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
|
|
; The actual chance the enemies/militia will gain a skill trait is based on:
|
|
; 1) Type of soldier (admin/regular/elite)
|
|
; 2) Current game progress
|
|
; 3) Special equipment (for certain traits only)
|
|
; 4) ASSIGNED_SKILL_TRAITS_RARITY setting
|
|
; 5) Random factor
|
|
;
|
|
; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
|
|
; will be more efficient with their weapons
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE
|
|
ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
|
|
; You can enter values from -100 to 100.
|
|
; Negative values represent lesser chance of assigning traits to non-merc soldiers.
|
|
; Possitive values represent bigger chance for traits to appear.
|
|
; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ASSIGNED_SKILL_TRAITS_RARITY = 10
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting determines whether militia can drop their equipment when they die, like enemies do.
|
|
;
|
|
; 0 = JA2 Default. Militia can't drop any equipment.
|
|
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
|
|
; 2 = Militia can drop their equipment regardless of who killed them.
|
|
;
|
|
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
|
|
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
|
|
; (or none at all).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MILITIA_DROP_EQUIPMENT = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as
|
|
; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CIVILIANS_DROP_ALL = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
|
|
; number of "sub-points" you need to acquire to gain a new level.
|
|
;
|
|
; JA2 defaults are:
|
|
; Skills: 25 Sub-Points to advance
|
|
; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership.
|
|
; Attribs: 50 Sub-Points to advance
|
|
; Includes Health, Strength, Wisdom, Dexterity, and Agility.
|
|
; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
|
|
;
|
|
; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast.
|
|
; Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
|
;
|
|
; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
|
|
; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
|
|
; campaign, or suffer(??) the consequences!!
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Attributes
|
|
HEALTH_SUBPOINTS_TO_IMPROVE = 50
|
|
STRENGTH_SUBPOINTS_TO_IMPROVE = 50
|
|
WISDOM_SUBPOINTS_TO_IMPROVE = 50
|
|
DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
|
|
AGILITY_SUBPOINTS_TO_IMPROVE = 50
|
|
; Skills
|
|
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
|
|
MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
|
|
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
|
|
MEDICAL_SUBPOINTS_TO_IMPROVE = 25
|
|
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
|
|
; Experience
|
|
LEVEL_SUBPOINTS_TO_IMPROVE = 350
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Real Time Sneaking Setting
|
|
;
|
|
; While observing enemies in real time, the player may enter turn-based at will.
|
|
; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
|
|
; inactive if RT sneaking is disabled.
|
|
; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
|
|
; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
|
|
; turn-based will continue until the player no longer sees any enemies.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If TRUE, disables some potentially annoying messages during real-time sneaking mode
|
|
QUIET_REAL_TIME_SNEAK = FALSE
|
|
|
|
; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
|
|
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP.
|
|
;
|
|
; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield.
|
|
; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
|
|
; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
|
|
; 1 = Both options on.
|
|
;
|
|
; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly.
|
|
; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no
|
|
; one else will accidentally step on that mine.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Civilian/Militia hostility settings.
|
|
;
|
|
; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the
|
|
; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed.
|
|
; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian.
|
|
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
|
|
|
|
; 0 = Militia will never become hostile to you, no matter what you do to them.
|
|
; 1 = Militia will only become hostile to you if you kill one of them.
|
|
; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
|
|
CAN_MILITIA_BECOME_HOSTILE = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Mercs strength during autoresolve.
|
|
; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
|
|
; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit
|
|
; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
|
|
; would be much more capable of surviving and killing.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
|
|
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enemy Ambushes
|
|
; This setting allows a chance an enemy group ambush player's squad.
|
|
; The chance is based on many factors:
|
|
; * Game difficulty.
|
|
; * Whether you know if the enemy is there or not.
|
|
; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
|
|
; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
|
|
; mean higher chance).
|
|
; * Highest level amongst the mercs in your squad.
|
|
; * Some other small circumstances.
|
|
; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
|
|
|
|
; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
|
|
; If you like to play vanilla JA2 style, set this to FALSE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE
|
|
|
|
; With this setting, you can make the chance bigger (by positive value) or smaller (by negative)
|
|
; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
|
|
ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; With this option, you can make the special NPCs in game tougher.
|
|
; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
|
|
; The value gives them following bonuses:
|
|
; 1) APs bonus (+ value/4 APs)
|
|
; 2) CtH bonus (actual CtH = (CtH * value/100))
|
|
; 3) Damage resistance (+ value/2 %)
|
|
; 4) Breath(energy) damage resistance (+ value %)
|
|
; 5) They are worth more experiences for mercs if killed
|
|
;
|
|
; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they
|
|
; are special.
|
|
; The setting can be from 0 to 200. (+-100 is recommended for good effect.)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SPECIAL_NPCS_STRONGER = 0
|
|
|
|
; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
|
|
ASSASSINS_DISGUISED = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enemy Assassins
|
|
; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait
|
|
; new trait system is required for this, and new inventory is system is heavily advised
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; TRUE: assassins can appear
|
|
ENEMY_ASSASSINS = FALSE
|
|
|
|
; minimum progress required for assassins to appear
|
|
ASSASSIN_MINIMUM_PROGRESS = 20
|
|
|
|
; assassins can only spawn if at least x militia are in sector
|
|
ASSASSIN_MINIMUM_MILITIA = 10
|
|
|
|
; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
|
|
; sector, there is a 10% chance of assassins showing up
|
|
; 200 means that the chance is 20%, 50 means 5%, and so on
|
|
ASSASSIN_PROPABILITY_MODIFIER = 100
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Vision Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the sight distance of all characters in the game.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Base sight range for every person in the game. This value is automatically multiplied by 2!
|
|
; JA2 Default is 13.
|
|
; Range: 0-255
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
BASE_SIGHT_RANGE = 13
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest
|
|
;Important points:
|
|
;3: normal day
|
|
;8: mid dawn
|
|
;12: normal night time
|
|
;values are in percent
|
|
;Range: 1-100
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
BRIGHTNESS_MOD_0 = 80
|
|
BRIGHTNESS_MOD_1 = 86
|
|
BRIGHTNESS_MOD_2 = 93
|
|
BRIGHTNESS_MOD_3 = 100
|
|
BRIGHTNESS_MOD_4 = 94
|
|
BRIGHTNESS_MOD_5 = 88
|
|
BRIGHTNESS_MOD_6 = 82
|
|
BRIGHTNESS_MOD_7 = 76
|
|
BRIGHTNESS_MOD_8 = 70
|
|
BRIGHTNESS_MOD_9 = 64
|
|
BRIGHTNESS_MOD_10 = 58
|
|
BRIGHTNESS_MOD_11 = 51
|
|
BRIGHTNESS_MOD_12 = 43
|
|
BRIGHTNESS_MOD_13 = 30
|
|
BRIGHTNESS_MOD_14 = 17
|
|
BRIGHTNESS_MOD_15 = 9
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides.
|
|
; Some scopes and headgear may make vision even narrower.
|
|
; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_TUNNEL_VISION = FALSE
|
|
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Tooltip Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can set details about enemy tooltips.
|
|
; Tooltips can be enabled/disabled in the Option Screen.
|
|
; To display the tooltip move the mouse over the enemy and press ALT.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The minimum amount of information that soldier tooltips will display
|
|
; 1 = Limited - are they wearing any armor (but not where), general type of weapon
|
|
; (but no mention of attachments), do they have a gas mask or NVG.
|
|
; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
|
|
; and visible weapon attachments, do they have a gas mask or NVG.
|
|
; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
|
|
; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SOLDIER_TOOLTIP_DETAIL_LEVEL = 0
|
|
|
|
; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
|
|
; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
|
|
DYNAMIC_SOLDIER_TOOLTIPS = FALSE
|
|
|
|
; Enable/disable individual lines of information within the tooltip
|
|
; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
|
|
; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
|
|
|
|
; Location, Distance
|
|
SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE
|
|
; Behavior, Condition
|
|
SOLDIER_TOOLTIP_DISPLAY_ID = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
|
|
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_SHOCK = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE
|
|
; Armor, Headgear
|
|
SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE
|
|
; Weapons
|
|
SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE
|
|
; Inventory
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE
|
|
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; ULTRA DYNAMIC TOOLTIPS
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Override the distance at which tooltips can be seen?
|
|
ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE
|
|
|
|
; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50)
|
|
DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75
|
|
|
|
; Change the amount of details received in the tooltip, based on your range to that enemy?
|
|
ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Gameplay Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the rules of the game in TACTICAL mode.
|
|
; They affect all characters (friend and foe) equally!
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Allow walking and sidesteps with raised weapons?
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_WALKING_WITH_WEAPON_RAISED = FALSE
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Alternative Weapon Holding settings
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
|
|
; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
|
|
; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
|
|
; no use of scopes.
|
|
; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and
|
|
; here is explanation of each:
|
|
; 0 - Turned off entirely.
|
|
; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet.
|
|
; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
|
|
; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
|
|
; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
|
|
; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
|
|
; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
|
|
; the standard holding before the shot.
|
|
; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
|
|
; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
|
|
; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
|
|
; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
|
|
; Of course, Scope Modes has to be allowed for this to work (they are as default).
|
|
; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
|
|
; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
|
|
; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
|
|
; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs.
|
|
;
|
|
ALLOW_ALTERNATIVE_WEAPON_HOLDING = 0
|
|
|
|
; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
|
|
; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with
|
|
; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
|
|
; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
|
|
;
|
|
RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
|
|
|
|
; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
|
|
; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
|
|
; semi-raised gun (quarter-raised by now actullay).
|
|
; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
|
|
;
|
|
RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
|
|
|
|
; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here
|
|
; means -10% APs to shoot from hip / one-handed grip.
|
|
;
|
|
FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
|
|
|
|
; The base (N)CtH penalty when firing from alternative weapon holding.
|
|
CTH_PENALTY_FROM_ALTWEAPHOLD = 30
|
|
|
|
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
|
|
AIMING_PENALY_FROM_ALTWEAPHOLD = 30
|
|
|
|
; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
|
|
; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
|
|
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Weapon resting features
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
|
|
; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc.
|
|
WEAPON_RESTING = FALSE
|
|
|
|
; Should a little 'M' indicate your weapon is currently rested against something (useful in the beginning, when your still
|
|
; unfamiliar with the feature)
|
|
WEAPON_RESTING_DISPLAY = FALSE
|
|
|
|
; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in].
|
|
; Value Range: 0 - 100.
|
|
WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Scope modes
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
|
|
USE_SCOPE_MODES = FALSE
|
|
|
|
; Allow display of scope modes on weapon
|
|
DISPLAY_SCOPE_MODES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Spotter skill
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter.
|
|
; You need an item the usSpotting-tag in your hands.
|
|
; The bonus applies to anyone of your team using a sniper weapon on a location your spotter can see.
|
|
; Effectiveness depends on:
|
|
; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%)
|
|
; - lowered by being wounded or fatigues
|
|
; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
|
|
|
|
; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
|
|
SPOTTER_PREPARATIONTURNS = 3
|
|
|
|
; This variable intentionally has two meanings.
|
|
; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
|
|
; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away.
|
|
SPOTTER_RANGE = 10
|
|
|
|
; Maximum bonus that can be reached once spoter has waited 2 * SPOTTER_PREPARATIONTURNS turns
|
|
SPOTTER_MAX_CTHBOOST = 50
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; external feeding
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself
|
|
EXTERNAL_FEEDING = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Set the grid number for the initial merc arrival location.
|
|
; The JA2 default grid number is 4870 (Sector A9 Omerta).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INITIAL_MERC_ARRIVAL_LOCATION = 4870
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
|
|
;
|
|
; Maximum and minimum values go from 0 to 100.
|
|
; The "DIVISOR" only works when the minimum is set to 0.
|
|
; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
|
|
; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
|
|
; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
|
|
;
|
|
; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
|
|
; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
|
|
; 100.
|
|
; With Divisor 2, we get a 1/200 ratio.
|
|
; With Divisor 10, we get a 1/1000 ratio. And so on.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MAXIMUM_POSSIBLE_CTH = 99
|
|
MINIMUM_POSSIBLE_CTH = 1
|
|
MINIMUM_CTH_DIVISOR = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The next three settings control realistic tracer fire.
|
|
;
|
|
; REALISTIC_TRACERS: Toggle Realistic Tracers.
|
|
; 0 = off (regular tracers).
|
|
; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
|
|
; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
|
|
;
|
|
; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine.
|
|
; 0 = no tracers.
|
|
; 1 = every bullet is a tracer.
|
|
; 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
|
|
;
|
|
; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
|
|
; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
|
|
; seriously, keep it around 20, willya?
|
|
;
|
|
; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.
|
|
;
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
REALISTIC_TRACERS = 0
|
|
NUM_BULLETS_PER_TRACER = 1
|
|
CTH_BUMP_PER_TRACER = 0
|
|
MIN_RANGE_FOR_TRACER = 10
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to
|
|
; the target. The further you are away from the target, the lower that cap will be.
|
|
; Increase this value to increase the importance of range in this calculation.
|
|
;
|
|
; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
|
|
;
|
|
; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs.
|
|
; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INCREASE_AIMING_COSTS = FALSE
|
|
|
|
; Divisor of the gun's "READY" cost that is added to the the first aiming level.
|
|
; 0 = No extra cost.
|
|
FIRST_AIM_READY_COST_DIVISOR = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value
|
|
; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla
|
|
; style)
|
|
;
|
|
; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As
|
|
; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result
|
|
; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system
|
|
; which results in a flat -2CTH against only the first rounds penalty
|
|
;
|
|
; Valid range: 0 - 10
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Basic setting to allow more than 4 aiming clicks for any gun
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_EXTRA_AIM_LEVELS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding.
|
|
;
|
|
; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
|
|
; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach
|
|
; 8 aiming levels.
|
|
;
|
|
; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope).
|
|
; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DYNAMIC_AIMING_LIMITS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If set to "TRUE", the AIM Levels you can spend depends on the distance.
|
|
; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default).
|
|
; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option).
|
|
; In this case the following formula determines the total scope bonus that will be compared to scope thresholds:
|
|
; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE
|
|
; Reasonable values include 10 and BASE_SIGHT_RANGE (13).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AIM_LEVELS_COMPATIBILITY_OPTION = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These values determine to what group a scope belongs to.
|
|
; Scopes are separated in groups by the aimbonus they give per click.
|
|
;
|
|
; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
|
|
; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6.
|
|
; Anything lower than a medium scope will get a maximum of 5 aimclicks.
|
|
; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
|
|
; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position.
|
|
; You don't need to change this unless you change the aiming bonus that scopes give.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; From what aiming bonus a scope is considered very high power (Sniper Scope 10x)
|
|
VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
|
|
|
|
; From what aiming bonus a scope is considered high power (Battle Scope 7x)
|
|
HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
|
|
|
|
; From what aiming bonus a scope is considered medium power (ACOG 4x)
|
|
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These control the AIs willingness to assign a soldier as a Sniper
|
|
;
|
|
; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers.
|
|
; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using
|
|
; a sniper rifle.
|
|
;
|
|
; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon".
|
|
;
|
|
; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming
|
|
; other criteria are met.
|
|
;
|
|
; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming
|
|
; other criteria are met.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AI_SNIPER_RESTRICT_TO_ELITE = TRUE
|
|
AI_SNIPER_MIN_RANGE = 40
|
|
AI_SNIPER_CHANCE = 30
|
|
AI_SNIPER_CHANCE_WITH_SR = 80
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Firing at moving targets.
|
|
;
|
|
; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number
|
|
; of tiles this target has moved since the beginning of their current turn.
|
|
; Use these settings to change the severity of this effect.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; How much CTH is lost when firing at a target, for each tile the target has moved so far?
|
|
CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
|
|
|
|
; How much CTH can be lost in total due to the movement of your target?
|
|
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Add extra effects to critical hits.
|
|
;
|
|
; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause
|
|
; attribute loss.
|
|
; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness
|
|
; is also proportional to damage.
|
|
; 0 = Disabled.
|
|
; 100 = Always.
|
|
CHANCE_BLINDED_BY_HEADSHOT = 0
|
|
|
|
; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
|
|
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on and your merc can jump through open windows by pressing Shift + j.
|
|
; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and
|
|
; there has to be a free tile next to the window (the landing tile).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CAN_JUMP_THROUGH_WINDOWS = FALSE
|
|
|
|
; allows jumping through closed windows, smashing them while jumping
|
|
CAN_JUMP_THROUGH_CLOSED_WINDOWS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CAN_CLIMB_ON_WALLS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with.
|
|
; The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier)
|
|
; or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused.
|
|
;
|
|
; If USE_GLOBAL_BACKPACK_SETTINGS is TRUE (default), it uses the same rules for all backpacks, while if FALSE checks for
|
|
; the fAllowClimbing tag in Items.xml, and if that is true you can climb with the backpack.
|
|
;
|
|
; Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg
|
|
; (or 50 hg) but not climb with a radio set.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MAX_BACKPACK_WEIGHT_TO_CLIMB = -1
|
|
USE_GLOBAL_BACKPACK_SETTINGS = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show enemy weapon name, armour and head items in tactical
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_ENEMY_WEAPON = FALSE
|
|
SHOW_ENEMY_EXTENDED_INFO = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show color coded enemy awareness sign when sneaking or covert
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_ENEMY_AWARENESS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; should known NPCs use a different colour (deep blue instead of white), so we can find them more easily?
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
KNOWN_NPCS_DIFFERENT_MAPCOLOUR = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
|
|
; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INDIVIDUAL_ENEMY_NAMES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INDIVIDUAL_ENEMY_RANK = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Show enemy rank (exp. level) as icon
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SHOW_ENEMY_RANK_ICON = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
INDIVIDUAL_CIVILIAN_NAMES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles.
|
|
; In the xml, one can specify name/bodytype/hair/skin/traits
|
|
; If selected, the game will select a newly created soldier's data from these profiles randomly
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
SOLDIER_PROFILES_ENEMY = FALSE
|
|
SOLDIER_PROFILES_MILITIA = FALSE
|
|
|
|
; If set to TRUE, vehicles can be driven through tactical maps.
|
|
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = FALSE
|
|
|
|
; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
|
|
; 0 - No change.
|
|
; 1 - AP deducted from vehicle are also deducted from all passengers.
|
|
; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
|
|
; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
|
|
AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
|
|
|
|
; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
|
|
AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
|
|
|
|
; If set to TRUE, tanks can move around in tactical.
|
|
ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = FALSE
|
|
|
|
; If set to TRUE, cars can run over people.
|
|
; Note feature won't be very effective without ALLOW_DRIVING_VEHICLES_IN_TACTICAL set to TRUE.
|
|
ALLOW_CARS_DRIVING_OVER_PEOPLE = FALSE
|
|
|
|
; If set to TRUE, tanks can run over people.
|
|
; Note feature won't be very effective without ENEMY_TANKS_CAN_MOVE_IN_TACTICAL set to TRUE.
|
|
ALLOW_TANKS_DRIVING_OVER_PEOPLE = FALSE
|
|
|
|
; When shift is pressed cars can ram through structures, but only those with armour lower than specified value (0-255).
|
|
; 0 effectively disables the feature. Default 30.
|
|
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
|
|
CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
|
|
|
|
; When shift is pressed tanks can ram through structures, but only those with armour lower than specified value (0-255).
|
|
; 0 effectively disables the feature. Default 70.
|
|
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
|
|
TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
|
|
|
|
; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
|
|
ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
|
|
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
|
|
ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE
|
|
|
|
; If set to TRUE, tanks can noticed as soon as any part of it is visible.
|
|
ENEMY_TANKS_ANY_PART_VISIBLE = FALSE
|
|
|
|
; If set to TRUE, enemies can use launchables even against single mercs and in perfect health
|
|
ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE
|
|
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
|
|
ENEMIES_BLOW_OBSTACLES_UP = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
|
|
; the rag to completely erase the camo.
|
|
; This is important for Camouflaged/Ranger traits.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CAMO_REMOVING = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands
|
|
; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored.
|
|
; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless.
|
|
; Valid values are from 0 to 100.
|
|
; default is 5
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
CAMO_KIT_USABLE_AREA = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Enhanced Close Combat System
|
|
;
|
|
; This option generally improves many things around the game's close combat system, like:
|
|
;
|
|
; * HtH hit to head deal more damage but has lesser chance to hit.
|
|
; * HtH hit to legs do half damage but has much better chance to hit.
|
|
; * HtH damage on lying enemies increased.
|
|
; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased.
|
|
; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists
|
|
; perform their spinning kick then.
|
|
; * Attributes used for HtH attacks or stealing slightly tweaked.
|
|
; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..)
|
|
; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now
|
|
; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to
|
|
; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a
|
|
; message occures that you haven't taken all you wanted.
|
|
; * Several minor tweaks included.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
|
|
; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
|
|
; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing.
|
|
;
|
|
; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice
|
|
; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks,
|
|
; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort
|
|
; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! )
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings
|
|
; True = enabled, they always have all three items
|
|
; False = disabled, classic behaviour
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Improved Interrupt System (IIS)
|
|
; (Enable IIS on gamestart screen.)
|
|
;
|
|
; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
|
|
; interrupts more frequent)
|
|
BASIC_PERCENTAGE_APS_REGISTERED = 60
|
|
|
|
; Percent added to basic percentage per soldier's experience level
|
|
; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered,
|
|
; which is further adjusted by range to target)
|
|
PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4
|
|
|
|
; A value controlling how often an interrupt can be triggered, lower = more interrupts
|
|
; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries
|
|
; and such though)
|
|
BASIC_REACTION_TIME_LENGTH = 25
|
|
|
|
; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats
|
|
; exp level and such
|
|
ALLOW_COLLECTIVE_INTERRUPTS = TRUE
|
|
|
|
; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend)
|
|
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
;Should the Robot be exempt from paying AP-to-Ready?
|
|
ROBOT_NO_READYTIME = FALSE
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
|
|
; being spotted, to compensate it a marker and enemy quote is implemented.
|
|
; This setting can be 0 or 1 or 2.
|
|
; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
|
|
; 1 = enemies will not do that
|
|
; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
|
|
NO_ENEMY_AUTOMATIC_WEAPON_READYING = 0
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Energy cost on weapon manipulation
|
|
; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
|
|
; Weapon weight:
|
|
; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
|
|
; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
|
|
; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
|
|
; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
|
|
; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
|
|
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
|
|
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
|
|
ENERGY_COST_FOR_WEAPON_WEIGHT = 0
|
|
|
|
; Weapon recoil kick:
|
|
; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
|
|
; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
|
|
; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
|
|
; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
|
|
; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
|
|
; (should) consider firing from hip as a more beneficial stance for it.
|
|
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
|
|
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
|
|
ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 0
|
|
|
|
; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such
|
|
; NPCs are not required to be in CIV_TEAM anymore.
|
|
ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
|
|
|
|
; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
|
|
ACCESS_OTHER_MERC_INVENTORIES = FALSE
|
|
|
|
; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
|
|
; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
|
|
; TRUE: weightbased penalty, FALSE: no penalty
|
|
BACKPACKWEIGHT_LOWERS_AP = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Enemy Role Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder.
|
|
;******************************************************************************************************************************
|
|
|
|
; allow enemy roles, required for the following settings
|
|
ENEMYROLES = TRUE
|
|
|
|
; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns.
|
|
; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu):
|
|
; - officers
|
|
; - medics
|
|
; - radio operators
|
|
; - snipers
|
|
; - mortarmen
|
|
; - generals (a special kind of officer)
|
|
; Default 4, values between 0 and 20.
|
|
ENEMYROLES_TURNSTOUNCOVER = 4
|
|
|
|
;******************************************************************************************************************************
|
|
; MEDIC
|
|
;******************************************************************************************************************************
|
|
|
|
; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor.
|
|
; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs.
|
|
; Requires ENEMYROLES to be TRUE.
|
|
ENEMY_MEDICS = TRUE
|
|
|
|
; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain
|
|
; This allows the AI to heal more wounded before its medkits run out
|
|
; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0.
|
|
ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1
|
|
|
|
; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient
|
|
; Default 40, values between 5 and 60.
|
|
ENEMY_MEDICS_SEARCHRADIUS = 40
|
|
|
|
; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount.
|
|
; 100 is one hp. Default 500, values between 0 and 50000.
|
|
ENEMY_MEDICS_WOUND_MINAMOUNT = 500
|
|
|
|
; allow enemy medic to heal himself
|
|
ENEMY_MEDICS_HEAL_SELF = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; OFFICER
|
|
;******************************************************************************************************************************
|
|
|
|
; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this:
|
|
; a officer with squadleader trait is considered a lieutnant, an officer with squadleader(expert) is a captain.
|
|
; For now, a officer grants boni to the entire enemy team present:
|
|
; - a bonus to suppression resistance
|
|
; - a percentage bonus to morale
|
|
; - a bonus to team surrender strength
|
|
; Important: Only the bonus of the highest officer present counts.
|
|
; Requires ENEMYROLES to be TRUE.
|
|
ENEMY_OFFICERS = TRUE
|
|
|
|
; for every officer, the enemy team needs at least this many soldiers total
|
|
ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10
|
|
|
|
; maximum number of officers the enemy team may ever have
|
|
ENEMY_OFFICERS_MAX = 4
|
|
|
|
; The boni listed here are for lieutnant, they are doubled for captains.
|
|
; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50.
|
|
ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10
|
|
|
|
; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
|
|
ENEMY_OFFICERS_MORALE_MODIFIER = 0.1
|
|
|
|
; bonus to surrender strength (used when the player asks the enemy to surrender).
|
|
; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
|
|
ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1
|
|
|
|
;******************************************************************************************************************************
|
|
; GENERALS
|
|
;******************************************************************************************************************************
|
|
|
|
; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old
|
|
; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are -
|
|
; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector
|
|
; and try to assassinate the generals.
|
|
; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small
|
|
; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player
|
|
; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky.
|
|
; Generals are important targets, as long as they are alive, the enemy will get significant boni to
|
|
; - its decision speed
|
|
; - its travelling speed
|
|
ENEMY_GENERALS = FALSE
|
|
|
|
; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely.
|
|
; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move
|
|
; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
|
|
ENEMY_GENERALS_NUMBER = 5
|
|
|
|
; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them
|
|
; Default 4, values between 0 and 10.
|
|
ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
|
|
|
|
; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions,
|
|
; making the game more difficult.
|
|
; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%.
|
|
; Default 0.05, values between 0.0 and 0.1.
|
|
ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05
|
|
|
|
; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this
|
|
; speeds up enemy AI travel times per general alive GLOBALLY.
|
|
; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%.
|
|
; Default 0.03, values between 0.0 and 0.1.
|
|
ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Cover System Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
|
|
;******************************************************************************************************************************
|
|
|
|
; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
|
|
COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15
|
|
|
|
; This tell how much a stealth value of 100 will decrese the sight range of an enemy.
|
|
; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
|
|
COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50
|
|
|
|
; This is similar to STEALTH_EFFECTIVENESS.
|
|
; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
|
|
COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50
|
|
|
|
; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
|
|
COVER_SYSTEM_STANCE_EFFECTIVENESS = 10
|
|
|
|
; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
|
|
; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
|
|
COVER_SYSTEM_LBE_EFFECTIVENESS = 20
|
|
|
|
; Running around crazy will give you a penalty of up to 50% (default).
|
|
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20
|
|
|
|
; The cover system automaticly calculates how dense an object it.
|
|
; This will tell you how much percent of vision should be decreased if the object is 100% dense,
|
|
; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full).
|
|
; If you put it to a realistic setting, where solid stuff always blocks enemy views,
|
|
; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.
|
|
COVER_SYSTEM_TREE_EFFECTIVENESS = 15
|
|
|
|
; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
|
|
; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
|
|
COVER_SYSTEM_UPDATE_DELAY = 500
|
|
|
|
; Use xml-defined properties for various properties of tiles in your surroundings. These can modify camo, stealth, and sound
|
|
; effectiveness and the trap level of bombs you plant.
|
|
; With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
|
|
; Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.
|
|
COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = FALSE
|
|
|
|
; Static shadows decrease brightness
|
|
COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = FALSE
|
|
|
|
; Camo affinities will be used as caps not multipliers (suggested by mmm).
|
|
; It will be possible to achieve perfect camo on mixed terrain using mixed camo types.
|
|
; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE.
|
|
COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE
|
|
|
|
; Cover tooltip ("f") will display detailed properties and their values.
|
|
; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE.
|
|
COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Suppression Fire Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
|
|
;
|
|
; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
|
|
; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
|
|
;
|
|
; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
|
|
;******************************************************************************************************************************
|
|
|
|
;******************************************************************************************************************************
|
|
; SUPPRESSION BASICS
|
|
;
|
|
; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
|
|
; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
|
|
;
|
|
; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
|
|
; and morale loss. This value is based on the character's Experience and Morale, among other things.
|
|
;
|
|
; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
|
|
; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
|
|
;
|
|
; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
|
|
;
|
|
; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
|
|
; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
|
|
; fire, it means that the character is useless of a whole turn and can be assaulted safely.
|
|
;
|
|
; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
|
|
; hiding.
|
|
; Note that they will try to do the same thing to you!
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Controls how powerful suppression fire is.
|
|
;
|
|
; 0 = JA2 Default: Suppression is DISABLED.
|
|
; 100 = Suppression is fully activated.
|
|
;
|
|
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SUPPRESSION_EFFECTIVENESS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These modifiers control suppression effectiveness for different teams. They work together with SUPPRESSION_EFFECTIVENESS,
|
|
; not instead
|
|
;
|
|
; 0 = JA2 Default: Suppression is DISABLED.
|
|
; 100 = Suppression is fully activated.
|
|
;
|
|
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SUPPRESSION_EFFECTIVENESS_PLAYER = 0
|
|
SUPPRESSION_EFFECTIVENESS_AI = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Minimum and Maximum amount of Suppression Tolerance a character can have.
|
|
;
|
|
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SUPPRESSION_TOLERANCE_MAX = 24
|
|
SUPPRESSION_TOLERANCE_MIN = 1
|
|
|
|
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
|
|
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE
|
|
|
|
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
|
|
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This controls how much Suppression Shock is taken when under fire.
|
|
;
|
|
; 100 is the "normal" effect.
|
|
; Range is 0 (no suppression shock) to 65535 (65535% effect).
|
|
; 200 is a LOT.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SUPPRESSION_SHOCK_INTENSITY = 0
|
|
|
|
; The maximum number of Shock points a character can have.
|
|
MAX_SUPPRESSION_SHOCK = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Shocked Target CTH Penalty
|
|
;
|
|
; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
|
|
; Use these settings to change the CTH penalty for shooting at such targets.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
|
|
CTH_PENALTY_PER_TARGET_SHOCK = 0
|
|
|
|
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
|
|
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
|
|
|
|
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
|
|
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
|
|
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
|
|
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
|
|
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Shock Effects
|
|
;
|
|
; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
|
|
; Use these settings to enable further effects from being shocked.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
|
|
; 0 = No limit.
|
|
MAX_CTH_PENALTY_FROM_SHOCK = 0
|
|
|
|
; Vision loss due to Suppression Shock.
|
|
; 0 = No vision loss.
|
|
; 2 = Vision range reduced proportionally to shock.
|
|
; 3 = Tunnel Vision increased proportionally to shock.
|
|
; 1 = Both options enabled.
|
|
SHOCK_REDUCES_SIGHTRANGE = 0
|
|
|
|
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
|
|
; the character considerably less resistance to further suppression fire, until the shock can clear away.
|
|
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
|
|
; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
|
|
; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every
|
|
; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AI_SUPPRESS_MIN_MAG_SIZE = 30
|
|
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Explosive Suppression
|
|
;
|
|
; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
|
|
; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
|
|
; of the explosion itself!
|
|
; 0 = disabled.
|
|
; 100 = "normal" effect.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Other settings
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
|
|
NOTIFY_WHEN_PINNED_DOWN = FALSE
|
|
|
|
; Minimum distance at which friendly characters become suppressed their own forces.
|
|
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Weather Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy
|
|
; positions.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Rain settings
|
|
;
|
|
; (For slow CPUs, you may want to disable rain entirely.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enable/Disable rain appearing in the game.
|
|
ALLOW_RAIN = FALSE
|
|
|
|
; Chance of rain to be triggered once per day.
|
|
RAIN_CHANCE_PER_DAY = 0
|
|
|
|
; Minimum/Maximum length of rain.
|
|
RAIN_MIN_LENGTH_IN_MINUTES = 60
|
|
RAIN_MAX_LENGTH_IN_MINUTES = 300
|
|
|
|
; For slow CPUs decrease the MAX_RAIN_DROPS.
|
|
MAX_RAIN_DROPS = 80
|
|
|
|
; Controls how rain affects visual distance
|
|
; Range: 0-100%
|
|
; 0% = Rain doesn't decrease sightrange.
|
|
; 100% = Can't see anything in the rain.
|
|
VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30
|
|
|
|
; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often.
|
|
WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
|
|
|
|
; Reduction of the speed of regaining your breath (stamina) when it is raining.
|
|
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Lightning settings
|
|
;
|
|
; (ALLOW_RAIN must be set to TRUE for this to work.)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enable/Disable lightning occuring during rain.
|
|
ALLOW_LIGHTNING = FALSE
|
|
|
|
; Minimum/Maximum intervals between lightning in real time mode.
|
|
MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
|
|
MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
|
|
|
|
; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay)
|
|
MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
|
|
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
|
|
|
|
; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look.
|
|
DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
|
|
|
|
; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
|
|
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Weapon Overheating Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can modify global settings for weapon overheating.
|
|
;******************************************************************************************************************************
|
|
|
|
; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically.
|
|
; Weapons cool down over time.
|
|
OVERHEATING = FALSE
|
|
|
|
; Should a 'thermometer' for guns and replacable barrels be displayed?
|
|
OVERHEATING_DISPLAY_THERMOMETER = FALSE
|
|
|
|
; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
|
|
OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
|
|
|
|
; Starting amount of red colour in the temperature bar. Must be in [0, 255]
|
|
OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
|
|
|
|
; If a barrel is not in someone's inventory, it cools down a little bit better.
|
|
OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Zombie Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify how the dead will raise from their graves.
|
|
;******************************************************************************************************************************
|
|
|
|
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
|
|
; is still room for more zombies in the sector)?
|
|
; 0 - Every corpse spawns a zombie once
|
|
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
|
|
; 2 - It is randomly decided if a corpse can rise
|
|
; 3 - A corpse spawns a zombie once, after that it's random
|
|
ZOMBIE_RISE_BEHAVIOUR = 0
|
|
|
|
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
|
|
; every zombie rise individually (FALSE)?
|
|
ZOMBIE_SPAWN_WAVES = FALSE
|
|
|
|
; How often are waves of zombies created? 0 means never, 100 means whenever possible
|
|
ZOMBIE_RISE_WAVE_FREQUENCY = 60
|
|
|
|
; Can zombies climb roofs?
|
|
ZOMBIE_CAN_CLIMB = TRUE
|
|
|
|
; Can zombies jump through windows?
|
|
ZOMBIE_CAN_JUMP_WINDOWS = FALSE
|
|
|
|
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
|
|
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
|
|
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
|
|
; This still results in deadlocks!
|
|
ZOMBIE_EXPLODING_CIVS = TRUE
|
|
|
|
; Damage is reduced by this percentage. Valid values from -50 to 95
|
|
ZOMBIE_DAMAGE_RESISTANCE = 0
|
|
|
|
; Breath damage is reduced by this percentage. Valid values from -50 to 95
|
|
ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0
|
|
|
|
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
|
|
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
|
|
|
|
; Zombie difficulty level, determines hitpoints, stats and skills
|
|
; 1 - Night of the Living Dead
|
|
; 2 - Dawn of the Dead
|
|
; 3 - Resident Evil
|
|
; 4 - 28 Days later
|
|
ZOMBIE_DIFFICULTY_LEVEL = 3
|
|
|
|
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
|
|
ZOMBIE_RISE_WITH_ARMOUR = FALSE
|
|
|
|
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
|
|
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
|
|
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Poison Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify the new poison system
|
|
;******************************************************************************************************************************
|
|
|
|
; The poison system is a new feature that gives a bit of variation to the life and damage system.
|
|
; Certain sources can deal poison damage (as of now, only zombies). This means that damage can be poisonous. If a merc receives
|
|
; poison damage, he not only looses life, he also gains a poison point.
|
|
; The basic consequences are:
|
|
; - if he bleeds, there is chance, depending on the ratio of total poison points to maximim life points, that he gains additional
|
|
; poison points
|
|
; - poison works as a counter to mercs natural regeneration (which is calculated every hour). If a merc is poisoned enough, he
|
|
; can lose a life point this way! This simulates the character getting sicker and sicker because of the poison in his veins.
|
|
; The lost point will be bandaged, so you do not have to immediately bandage it.
|
|
; - However, if our health drops below 15 points because of poisoning, we suffer a shock, the points won't be damaged anymore.
|
|
; We require immediate medical assistance, or we will die!
|
|
; Yes, it is possible to die this way.
|
|
; - If not treated, poison will invariably spread in an infected merc. To prevent this, you can cure him. Curing poison is a new
|
|
; action automatically performed by your doctors and the hospital, if the merc is their patient.
|
|
; Once a patient is back to full life, The poison is cured (curing 1 pt of poison costs as much as chealing 1 pt of life).
|
|
; If using the new trait system, the doctoring merc needs to have the PARAMEDIC or DOCTOR Skill to cure poison.
|
|
|
|
; Basic medical skill needed to cure poison (in addition to doctoring skill). Range: 1-100
|
|
POISON_BASE_MEDICAL_SKILL_TO_CURE = 50
|
|
|
|
; A multiplicator that determines how many heal points are needed to cure one point of poison
|
|
POISON_MEDICAL_POINTS_TO_CURE_MULTIPLICATOR = 0.5
|
|
|
|
; Percentage of damage dealt by zombies that will be poisoned. Range: 0 - 100
|
|
ZOMBIE_POISON_DAMAGE_PERCENTAGE = 50
|
|
|
|
; This multiplier determines the damage we take every hour for being poisoned (simulating our health deteriorating from the infection).
|
|
; Roughly speaking, the damage we take equals (total poison/max life) * (100 - poison resistance) * this multiplier
|
|
; valid values from 1.0 to 10.0, 4.0 is recommended
|
|
POISON_INFECTION_DAMAGE_MULTIPLIER = 4.0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Food Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify the food system
|
|
;******************************************************************************************************************************
|
|
|
|
; Your team needs water food, otherwise they'll starve...
|
|
; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food
|
|
; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts)
|
|
; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks:
|
|
; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...)
|
|
; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep
|
|
; - breath regenerates slower
|
|
; - his performance on assignments (training milita, doctoring, repairing...) is worse
|
|
; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this!
|
|
; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0)
|
|
|
|
; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250
|
|
FOOD_DIGESTION_HOURLY_BASE_FOOD = 20
|
|
FOOD_DIGESTION_HOURLY_BASE_DRINK = 130
|
|
|
|
; The digestion value is modfied with the number corresponding to your current activity
|
|
FOOD_DIGESTION_SLEEP = 0.6
|
|
FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8
|
|
FOOD_DIGESTION_TRAVEL = 1.5
|
|
FOOD_DIGESTION_ASSIGNMENT = 0.9
|
|
FOOD_DIGESTION_ONDUTY = 1.0
|
|
FOOD_DIGESTION_COMBAT = 2.0
|
|
|
|
; allow decay of food in every sector?
|
|
FOOD_DECAY_IN_SECTORS = TRUE
|
|
; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
|
|
FOOD_DECAY_MODIFICATOR = 1.0
|
|
|
|
; maximum amount of food poisoning one can get from eating a single piece of food
|
|
FOOD_MAX_POISONING = 5
|
|
|
|
; do mercs make sounds when eating/drinking?
|
|
FOOD_EATING_SOUNDS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Disease Settings]
|
|
|
|
; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. You can get them from
|
|
; -insects in swamp & tropical sectors
|
|
; -contact with other people, animals and the dead
|
|
; -open wounds
|
|
; -spoiled food (requires food system to be on)
|
|
;
|
|
; A Disease will give you certain mali. This can even be a health loss. If untreated, most diseases get worse, in extreme cases, you could die from it.
|
|
; Doctors can cure most diseases. Some medicine items also help, and you can protect yourself with other items.
|
|
|
|
; set this to TRUE to play with diseases.
|
|
DISEASE = FALSE
|
|
|
|
; if DISEASE and DISEASE_STRATEGIC are set to TRUE, the first disease (arulcan plague) will also affect civilians, soldiers and militia.
|
|
; It can break out in swamp & tropical sectors and spread as infected troops move around.
|
|
; In bad cases, it can affect entire cities. Infected population will suffer just as your mercs do. If you don't act, this could be a severe threat to yoru campaign.
|
|
; It does work on both sides though, the army can suffer jsut as well... especially if you give it a push ;-)
|
|
DISEASE_STRATEGIC = TRUE
|
|
|
|
; The World Health Organization has a website that contains a few helpful tips on diseases.
|
|
; It also allows you to subscribe. This will csot you money every day; in return you have access to a new map mode that shows you where in Arulco arulcan plague has broken out.
|
|
; requires DISEASE and DISEASE_STRATEGIC to be TRUE
|
|
DISEASE_WHO_SUBSCRIPTIONCOST = 2000
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
[Dynamic Opinion Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify wether mercs form dynamic opinions on each other
|
|
;******************************************************************************************************************************
|
|
|
|
; mercs can form dynamic opinions of each other, this in turn will affect their morale
|
|
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
|
|
DYNAMIC_OPINIONS = FALSE
|
|
|
|
; notify the player of opinon changes in the message log
|
|
DYNAMIC_OPINIONS_SHOWCHANGE = TRUE
|
|
|
|
; if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a
|
|
; negative opinion of merc B
|
|
WAGE_ACCEPTANCE_FACTOR = 1.5
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Dynamic Dialogue Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify wether mercs talk to each other
|
|
;******************************************************************************************************************************
|
|
|
|
; if DYNAMIC_OPINIONS is TRUE, mercs will comment on each other.
|
|
; This can happen whenever something influences their relationship
|
|
; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers
|
|
; depending on their relations and personality
|
|
; If an IMP interejcts, the player has a short time to select the kin of response he wants to give.
|
|
DYNAMIC_DIALOGUE = FALSE
|
|
|
|
; the dialogue boxes will stay on for x milliseconds
|
|
DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Tactical Fortification Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; In this section you can specify settings for the fortification system
|
|
;******************************************************************************************************************************
|
|
|
|
; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
|
|
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
|
|
; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
|
|
; # # # # # # # # # # # # # # # # ## # # #
|
|
; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
|
|
; # # # # # # # # # # # # # # # # # # # # # #
|
|
; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Gamestart Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the situation at the start of the game.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Game starting time and merc arrival delay
|
|
;
|
|
; The values are in seconds (3600 = 1 hour)
|
|
;
|
|
; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
|
|
; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
|
|
;
|
|
; Do not change this setting after the game has started
|
|
; Do not set the values too low
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Default value is 3600 (1am)
|
|
GAME_STARTING_TIME = 3600
|
|
|
|
; Default value is 21600 (7am)
|
|
FIRST_ARRIVAL_DELAY = 21600
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
|
|
; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
|
|
;
|
|
; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
|
|
; airspace sector immediately after your initial arrival!!
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DEFAULT_ARRIVAL_SECTOR_X = 9
|
|
DEFAULT_ARRIVAL_SECTOR_Y = 1
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Interface Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the user interface in STRATEGIC mode.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory.
|
|
;
|
|
; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Change the color of the Stat Progress Bars shown on your character's information panel.
|
|
;
|
|
; The bars can be turned off completely using the in-game Options Menu.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
STAT_PROGRESS_BARS_RED = 140
|
|
STAT_PROGRESS_BARS_GREEN = 90
|
|
STAT_PROGRESS_BARS_BLUE = 20
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determine whether the Daily Expenses window takes into account your mercs' contracts.
|
|
;
|
|
; 0 = Do not take merc contracts into account.
|
|
; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs)
|
|
; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most
|
|
; recent contract signed with them.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0
|
|
|
|
; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
|
|
DISABLE_STRATEGIC_TRANSITION = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determine how to notify Player in Extreme Iron Man game, that it's a time to save.
|
|
;
|
|
; 0 = Open save screen.
|
|
; 1 = Pause the game.
|
|
; 2 = Do nothing (in auto-saves we trust).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determine the hour in Extreme Iron Man when progress can be saved (0-23)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
EXTREME_IRON_MAN_SAVING_HOUR = 0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Progress Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the way that Game Progress is calculated, and various other factors that are progress-based.
|
|
; PROGRESS normally increases as you advance in the game. It can also go down if you are losing.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Game progress weights
|
|
;
|
|
; Determine what factors influence your current progress.
|
|
; Range: 0-100%
|
|
; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; The maximum number of progress points you can get from killing enemies. Default 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
|
|
|
; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you
|
|
; conquer more sectors. Default 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25
|
|
|
|
; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
|
|
; control more mines and get more loyalty in the towns where the mines are. Default 50
|
|
GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50
|
|
|
|
; The maximum number of progress points you can get from exploring sectors on the map. Default 0
|
|
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses
|
|
; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress.
|
|
;
|
|
; If set to TRUE, all progress weights are automatically set to 100.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALTERNATE_PROGRESS_CALCULATION = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Additional factors to Progress Calculation
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see
|
|
; above) can surpass it.
|
|
GAME_PROGRESS_MINIMUM = 0
|
|
|
|
; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100%
|
|
; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
|
|
GAME_PROGRESS_MODIFIER = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The minimum progress level required to trigger some events.
|
|
; Range: 0-100%
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Default 35
|
|
GAME_PROGRESS_START_MADLAB_QUEST = 35
|
|
|
|
; Default 50
|
|
GAME_PROGRESS_MIKE_AVAILABLE = 50
|
|
|
|
; Default 70
|
|
GAME_PROGRESS_IGGY_AVAILABLE = 70
|
|
|
|
; The queen decides to go on the offensive. WARNING: This will be hard!
|
|
; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect
|
|
GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65
|
|
GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85
|
|
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Event Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Controls various campaign events.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
|
|
; NOTE: This will make the beginning of the game MUCH HARDER if enabled!
|
|
|
|
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE
|
|
|
|
; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen.
|
|
; NOTE: These attacks will be huge. You have been warned.
|
|
; 0: no attacks
|
|
; 1: counterattacks on all cities possible
|
|
; 2: 1 + major offensives depending on game progress
|
|
AGGRESSIVE_STRATEGIC_AI = 0
|
|
|
|
; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode)
|
|
ENABLE_CREPITUS = TRUE
|
|
|
|
; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE
|
|
CREPITUS_ATTACK_ALL_TOWNS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Mine Shut-down Event
|
|
;
|
|
; Allows you to control which mine will run out of ore and stop working.
|
|
|
|
; Select mine.
|
|
; -1 = Game chooses a mine randomly.
|
|
; 0 = No mine will shut down!
|
|
; 2 = Drassen
|
|
; 3 = Alma
|
|
; 4 = Cambria
|
|
; 5 = Chitzena
|
|
; 6 = Grumm
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
WHICH_MINE_SHUTS_DOWN = -1
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Gameplay Settings]
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will
|
|
; definitely change the way it is played.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Reinforcements
|
|
;
|
|
; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
|
|
; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle.
|
|
;
|
|
; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
|
|
; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
|
|
; die or run away.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Allows enemy/militia reinforcements from adjacent sectors.
|
|
ALLOW_REINFORCEMENTS = FALSE
|
|
|
|
; Allows reinforcements only between city sectors. Only affects militia, not enemies.
|
|
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
|
|
MIN_DELAY_ENEMY_REINFORCEMENTS = 0
|
|
; Additional random delay added to minimum when reinforcements will arrive after they are called.
|
|
RND_DELAY_ENEMY_REINFORCEMENTS = 5
|
|
; Minimum enemy units which will enter after above delay is over.
|
|
MIN_ENTER_ENEMY_REINFORCEMENTS = 8
|
|
; Additional random enemy units to appear after passing delay.
|
|
RND_ENTER_ENEMY_REINFORCEMENTS = 8
|
|
|
|
; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
|
|
MIN_DELAY_MILITIA_REINFORCEMENTS = 0
|
|
; Additional random delay added to minimum when reinforcements will arrive after they are called.
|
|
RND_DELAY_MILITIA_REINFORCEMENTS = 5
|
|
; Minimum militia units which will enter after above delay is over.
|
|
MIN_ENTER_MILITIA_REINFORCEMENTS = 6
|
|
; Additional random militia units to appear after passing delay.
|
|
RND_ENTER_MILITIA_REINFORCEMENTS = 6
|
|
|
|
; Don't allow permanent items removal for no merc in that sector
|
|
NO_REMOVE_RANDOM_SECTOR_ITEMS = FALSE
|
|
|
|
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with tank.
|
|
ARMY_USES_TANKS_IN_ATTACKS = FALSE
|
|
; Depending on game difficulty enemy groups created during offensives can include tanks.
|
|
ARMY_USES_TANKS_IN_PATROLS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Vehicle Inventory
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Do vehicles have their own inventory to carry equipment?
|
|
VEHICLE_INVENTORY = FALSE
|
|
|
|
; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
|
|
HUMVEE_OFFROAD = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This determines how important luck is in Auto-Resolve combat, compared to actual skills.
|
|
; JA2 Default is 2.0 (luck is as important as skills).
|
|
; Lower this value to reply more on skills, raise to rely more on luck.
|
|
; Minimum is 1.0.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTORESOLVE_LUCK_FACTOR = 2.0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map
|
|
; (as a big red "?").
|
|
; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Set the frequency and severity of risks triggered by using strategic facilities.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000.
|
|
FACILITY_EVENT_RARITY = 1000
|
|
|
|
; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more
|
|
; noticeable. Increase this for the opposite. Default = 50.
|
|
FACILITY_DANGER_RATE = 50
|
|
|
|
;******************************************************************************************************************************
|
|
; Activates the new additional repair mode.
|
|
; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing
|
|
; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor
|
|
; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the
|
|
; same sector, then all equipped armor, and so forth, always starting with the item with least durability
|
|
; (especially jammed guns).
|
|
;
|
|
; FALSE = 1.13 repair system
|
|
; TRUE = New additional repair system based on priorities
|
|
;******************************************************************************************************************************
|
|
|
|
ADDITIONAL_REPAIR_MODE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; advanced repair/dirt system
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
|
|
ADVANCED_REPAIR = FALSE
|
|
|
|
; the only items we can repair are guns and armour
|
|
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
|
|
|
|
; if set to true mercs with technician/engineer trait (New trait system) can repair item treshold much like local weaponsmiths can
|
|
MERCS_CAN_DO_ADVANCED_REPAIRS = FALSE
|
|
|
|
; allows a gun to get dirty when used, thereby increasing the chance of weapon jamming
|
|
DIRT_SYSTEM = FALSE
|
|
|
|
; repairing a gun to its currently possible maximum value also cleans the gun (always so on repair shopkeepers)
|
|
FULL_REPAIR_CLEANS_GUN = FALSE
|
|
|
|
; every turn, a gun suffers a dirt increase equal to a singleshot dirt increase divided by this number
|
|
SECTOR_DIRT_DIVIDER = 1000
|
|
|
|
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
|
|
DIRT_GLOBAL_MODIFIER = 1.25
|
|
|
|
;******************************************************************************************************************************
|
|
; Set how to handle Skyrider "hot LZ" options
|
|
;
|
|
; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
|
|
; 1 = Allow Skyrider to drop off mercs to center of map
|
|
; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
|
|
; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_SKYRIDER_HOT_LZ = 2
|
|
|
|
;******************************************************************************************************************************
|
|
; Always make all the terrorists to appear in Arulco.
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
ENABLE_ALL_TERRORISTS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Enable all sectors with "secret" weapon caches.
|
|
; (These sectors hold usually a few chests with various mediocre to good equipment.)
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
ENABLE_ALL_WEAPON_CACHES = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Override each map's percent likelihood of an item appearing.
|
|
; Valid range = 0-100, where 0 uses the map values.
|
|
; (Mainly for modders, can possibly take the fun out of the game)
|
|
;******************************************************************************************************************************
|
|
|
|
MAP_ITEM_CHANCE_OVERRIDE = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; Prisoner system
|
|
;******************************************************************************************************************************
|
|
|
|
; can you capture enemy soldiers?
|
|
ALLOW_TAKE_PRISONERS = FALSE
|
|
|
|
; can you offer enemies a surrender option?
|
|
ENEMY_CAN_SURRENDER = FALSE
|
|
|
|
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does no surrender at overhelming odds.
|
|
DISPLAY_SURRENDER_VALUES = FALSE
|
|
|
|
; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
|
|
SURRENDER_MULTIPLIER = 5.0
|
|
|
|
; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
|
|
; you to surrender, and you refused
|
|
PLAYER_CAN_ASK_TO_SURRENDER = TRUE
|
|
|
|
; chance that released soldiers join the army again
|
|
PRISONER_RETURN_TO_ARMY_CHANCE = 50
|
|
|
|
; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
|
|
PRISONER_DEFECT_CHANCE = 25
|
|
|
|
; chance that interrogated soldiers can give info on enemy positions
|
|
PRISONER_INFO_BASECHANCE = 25
|
|
|
|
; if they give info, chance that interrogated soldiers can give info on enemy numbers
|
|
PRISONER_INFO_NUMBER_CHANCE = 30
|
|
|
|
; if they give info, chance that interrogated soldiers can give info on enemy movement directions
|
|
PRISONER_INFO_DIRECTION_CHANCE = 40
|
|
|
|
; chance that interrogated soldiers get you ransom money
|
|
PRISONER_RANSOM_CHANCE = 25
|
|
|
|
; chance that you get nothing
|
|
PRISONER_NOTHING_CHANCE = 25
|
|
|
|
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
|
|
; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
|
|
PRISONER_INTERROGATION_POINTS_ADMIN = 80
|
|
PRISONER_INTERROGATION_POINTS_REGULAR = 100
|
|
PRISONER_INTERROGATION_POINTS_ELITE = 140
|
|
PRISONER_INTERROGATION_POINTS_OFFICER = 250
|
|
PRISONER_INTERROGATION_POINTS_GENERAL = 250
|
|
|
|
; if we get interrogate high-value prisoners, there is a chance that we learn about the locations of enemy generals.
|
|
; See also Tactical Enemy Role Settings for what generals are
|
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ADMIN = 0
|
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_REGULAR = 1
|
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_ELITE = 10
|
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_OFFICER = 60
|
|
PRISONER_INTERROGATION_ENEMY_GENERAL_CHANCE_GENERAL = 90
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Helicopter Repair
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector.
|
|
WALDO_CAN_REPAIR_HELICOPTER = FALSE
|
|
|
|
; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money.
|
|
WALDO_OFFERS_REPAIR_IN_STRATEGIC = FALSE
|
|
|
|
; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity.
|
|
WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = FALSE
|
|
|
|
; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense).
|
|
SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Helicopter Refuel
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel.
|
|
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = FALSE
|
|
|
|
; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded.
|
|
HELICOPTER_PASSENGERS_CAN_GET_HIT = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Morale Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings modify certain team morale aspects
|
|
;******************************************************************************************************************************
|
|
|
|
; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to
|
|
; our prejudices. This alters our morale. The effects depend on the other merc's properties.
|
|
; The effect is doubled if we care a lot about something.
|
|
; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25].
|
|
; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement,
|
|
; and 2x that modifier if we care a lot. None if we don't care.
|
|
|
|
; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot.
|
|
; Values from 0 to 5, default is 1
|
|
MORALE_MOD_APPEARANCE = 1
|
|
|
|
; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference
|
|
; and we care a lot. Values from 0 to 5, default is 2
|
|
MORALE_MOD_REFINEMENT = 2
|
|
|
|
; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation.
|
|
; Values from 0 to 5, default is 2.
|
|
MORALE_MOD_HATEDNATIONALITY = 3
|
|
|
|
; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2.
|
|
MORALE_MOD_RACISM = 3
|
|
|
|
; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly,
|
|
; doubled again if we are very sexist. Values from 0 to 5, default is 1.
|
|
MORALE_MOD_SEXISM = 1
|
|
|
|
; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5.
|
|
MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Laptop Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Use these settings to make changes to the laptop screen.
|
|
;******************************************************************************************************************************
|
|
|
|
; If set to TRUE, you can browse to the briefing room website on the laptop
|
|
BRIEFING_ROOM = FALSE
|
|
|
|
; If set to TRUE, you can browse to the encyclopedia website on the laptop
|
|
ENCYCLOPEDIA = FALSE
|
|
|
|
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
|
|
; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4.
|
|
ENCYCLOPEDIA_ITEM_MASK = 1
|
|
|
|
; If disabled, the transition will be skipped when opening/closing the laptop
|
|
DISABLE_LAPTOP_TRANSITION = FALSE
|
|
|
|
; Fast loading of WWW laptop sites?
|
|
FAST_WWW_SITES_LOADING = FALSE
|
|
|
|
; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
|
|
LAPTOP_MOUSE_CAPTURED = FALSE
|
|
|
|
; if true, campaign history site (Arulco Press Council) is accessible
|
|
CAMPAIGN_HISTORY = FALSE
|
|
|
|
; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated!
|
|
CAMPAIGN_HISTORY_MAX_REPORTS = -1
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Bobby Ray Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's.
|
|
;******************************************************************************************************************************
|
|
|
|
; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take.
|
|
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE
|
|
|
|
; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment.
|
|
BOBBY_RAY_MAX_PURCHASE_AMOUNT = 10
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Item shipment settings
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
|
|
STEALING_FROM_SHIPMENTS_DISABLED = FALSE
|
|
|
|
; Set the chance in percentage of whole shipment lost from Bobby Ray
|
|
CHANCE_OF_SHIPMENT_LOSS = 10
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Item Property Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change
|
|
; all the individual entries in Items.XML or Weapons.XML.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles.
|
|
; Range: 0-1000
|
|
; 100 means 100% (no change in damage)
|
|
; maximum damage (internal) is 255
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
EXPLOSIVES_DAMAGE_MODIFIER = 100
|
|
MELEE_DAMAGE_MODIFIER = 100
|
|
GUN_DAMAGE_MODIFIER = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles.
|
|
; Range: 0-1000
|
|
; 100 means 100% (no change in range)
|
|
; 200 means 200% (doubles the range)
|
|
; 50 means 50% (halves the range)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
GUN_RANGE_MODIFIER = 100
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target
|
|
; in an unprotected area. Each armor item has a different coverage value.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENABLE_ARMOR_COVERAGE = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip.
|
|
; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
DYNAMIC_AMMO_WEIGHT = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too,
|
|
; but won't lower B/5AP below 0.
|
|
; 0 = No change from normal
|
|
; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.)
|
|
; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has.
|
|
; At 0.5, characters can comfortably carry twice as much with the same amount of strength.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
STRENGTH_TO_LIFT_HALF_KILO = 1.0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate.
|
|
; Note: This is only used if Old Trait System is played
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MORTAR_CTH_DIVISOR = 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; When attachments have not been assigned for NAS, the game can add default slots that differ per item type.
|
|
; It is recommended to play with this set to FALSE when the attachments are assigned properly.
|
|
; This option is best used when playing a XML based mod that does not have the NAS xml fully updated.
|
|
; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The chance in percentages that an attachment will have to drop with the item if an NPC dies.
|
|
; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
|
|
; Inseperable attachments will always drop. Range: 0 - 100%
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ATTACHMENT_DROP_RATE = 100
|
|
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; The maximum amount of attachments NPC's can get on their gun when they get random equipment.
|
|
; They will usually get less attachments than this value because of randomness. Range: 2 - 30
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
MAX_ENEMY_ATTACHMENTS = 3
|
|
|
|
; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)?
|
|
SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Enemy AI Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings change the behavior of the queen's army on the Strategy Map.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; New strategic AI
|
|
;
|
|
; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies
|
|
; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens
|
|
; to every city, possibly several times during the campaign!
|
|
; When set to TRUE, this setting has the potential of making the game considerably harder.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
NEW_AGGRESSIVE_AI = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Individual Enemy Group Behavior
|
|
;
|
|
; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what
|
|
; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active.
|
|
; This behavior was deactivated in original game.
|
|
;
|
|
; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to
|
|
; reinforce this sector.
|
|
; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
|
|
; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ENEMY_INVESTIGATE_SECTOR = FALSE
|
|
REASSIGN_PENDING_REINFORCEMENTS = FALSE
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Militia Training Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the training of Town Militia.
|
|
;******************************************************************************************************************************
|
|
|
|
; Defines the maximum number of Militia that can occupy the same sector
|
|
; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the
|
|
; duration of the battle.
|
|
MAX_MILITIA_PER_SECTOR = 20
|
|
|
|
; The number of Town Militia that are trained in a single "training session".
|
|
NUM_MILITIA_TRAINED_PER_SESSION = 10
|
|
|
|
; How much loyalty you need in a town to allow you to train Militia there.
|
|
MIN_LOYALTY_TO_TRAIN_MILITIA = 20
|
|
|
|
; This controls how fast town militia gets trained.
|
|
MILITIA_TRAINING_RATE = 4
|
|
|
|
; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished.
|
|
MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia,
|
|
; and are almost as well-trained as enemy Blackshirts.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities.
|
|
; FALSE = Only Regular (Light-Blue) militia can be trained.
|
|
ALLOW_TRAINING_ELITE_MILITIA = FALSE
|
|
|
|
; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE)
|
|
ELITE_MILITIA_TRAINING_DELAY= 1
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Leadership and Town Militia training
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Militia training bonus for RPC (as a percentage of the normal training speed)
|
|
; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster.
|
|
RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10
|
|
|
|
; Minimum leadership skill required to be able to train Militia at all
|
|
MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
|
|
|
|
; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE).
|
|
LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
|
|
|
|
; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
|
|
REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
|
|
|
|
; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test
|
|
; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia
|
|
; training.
|
|
; 100 = no bonus. 150 = 50% bonus. etcetera
|
|
; Note: This is only used if Old Trait System is played
|
|
TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Mobile Militia Training Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the training of Mobile Militia.
|
|
;******************************************************************************************************************************
|
|
|
|
; Allows training militia that move around on the Strategy Map.
|
|
; If FALSE, all other settings in this category are disabled automatically.
|
|
ALLOW_MOBILE_MILITIA = FALSE
|
|
|
|
; Delay ability to train Mobile Militia till this day
|
|
MOBILE_MILITIA_TRAINING_DELAY = 1
|
|
|
|
; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
|
|
NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings determine if training of additional mobile militia is allowed when a certain number is allready active.
|
|
; You can still train mobiles if you are just below maximum.
|
|
; Base modes available:
|
|
; 0 = No maximum.
|
|
; 2 = Maximum calculated by town sectors you have currently under control.
|
|
; 4 = Maximum calculated by town sectors you have liberated at least one time.
|
|
; 8 = Maximum calculated by towns under player control.
|
|
; 16 = Maximum calculated by current progress.
|
|
; 32 = Maximum calculated by best progress.
|
|
; 64 = Maximum calculated by number of rebels in your team.
|
|
; Any combination of base modes is possible by adding the base modes you want to use (e.g. 8 + 64 = 72).
|
|
;
|
|
; Advanced modes:
|
|
; 0 = If more then one base mode is chosen the lowest one is used.
|
|
; 128 = If more then one base mode is chosen the highest one is used.
|
|
; For our example above (mode = 72) this means if your town limit dictates 30 militia are allowed and
|
|
; rebel limit dictates 60 are allowed the final maximum becomes 30.
|
|
; You can also use the highest one by adding 128 to your base mode(s) (e.g. 72 + 128 = 200)
|
|
;
|
|
; Deserting modes:
|
|
; 0 = no deserters
|
|
; 1 = deserters are generated when mobile militia is going to attack an enemy and the maximum is reached.
|
|
; You can also choose to let some of them desert if they attack an enemy. To do so add +1 to the mode(s) you are going to use.
|
|
; The number of deserters is randomly chosen but depends on the ratio active/maximum.
|
|
; For example if you want to use modes 8 and 64 and also want deserters your final mode becomes 73 (8 + 64 + 1).
|
|
;
|
|
; MOBILE_MILITIA_MAX_ACTIVE_MODE 0 .. 255 (default = 0)
|
|
; MOBILE_MILITIA_MAX_ACTIVE_MODIFIER 0.01 .. 10.0 (default = 0.5)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
MOBILE_MILITIA_MAX_ACTIVE_MODE = 0
|
|
MOBILE_MILITIA_MAX_ACTIVE_MODIFIER = 0.5
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Training method options.
|
|
;
|
|
; There are two methods:
|
|
; One is Manual Training - you pay money to train Mobile Militia whenever you desire.
|
|
; The second method is to have them created automatically (for free!) every N hours.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Determines which method of training is used.
|
|
; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all
|
|
; "Leadership and Mobile Militia Training settings", below.
|
|
MUST_TRAIN_MOBILE_MILITIA = TRUE
|
|
|
|
; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile
|
|
; Militia group.
|
|
; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid.
|
|
CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Leadership and Mobile Militia training
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Minimum required leadership skill to train Mobile Militia
|
|
MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
|
|
|
|
; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the
|
|
; value dictated by DIV_OF_ORIGINAL_MILITIA.
|
|
; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed.
|
|
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
|
|
|
|
; Required leadership score to train the maximum number of Mobile Militia allowed.
|
|
; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work)
|
|
REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90
|
|
|
|
; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE).
|
|
LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
|
|
|
|
; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups
|
|
; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia.
|
|
PERCENT_MOBILE_MILITIA_ELITES = 20
|
|
PERCENT_MOBILE_MILITIA_REGULARS = 30
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Mobile Militia Movement Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control how Mobile Militia move around the strategy map.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; If set to FALSE, Mobile Militia can move anywhere they want.
|
|
; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
RESTRICT_ROAMING = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; EXPLORATION-based restrictions
|
|
;
|
|
; Allow Mobile Militia to move through any EXPLORED sectors.
|
|
; RESTRICT_ROAMING must be set to TRUE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; CONQUEST-based restrictions
|
|
;
|
|
; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far.
|
|
; This utilizes the rules laid down in the file "DynamicRestrictions.XML".
|
|
; RESTRICT_ROAMING must be set to TRUE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a
|
|
; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
|
|
; have already been liberated once in the past.
|
|
;
|
|
; In the JA2 campaign, this allows travel through:
|
|
; San Mona, Tixa, Orta, Estoni, and Omerta.
|
|
;
|
|
; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison.
|
|
; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia.
|
|
; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore.
|
|
;
|
|
; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
|
|
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting controls wether militia will follow the player on map in non combat situation.
|
|
; If set to TRUE they will more likely move to a sector where a player merc is or is about to arrive and also stay there
|
|
; (default behaviour). This overwrites any manual restrictions.
|
|
; Set to FALSE if they dont worry about the player.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_MILITIA_FOLLOW_PLAYER = TRUE
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings control the splitting of mobile militia groups.
|
|
; When militia is moving they will check the current and the 4 surrounding sectors and the target sector (and
|
|
; its 4 neighbour sectors) for enemies and calculate a chance to spread based on the numbers of enemies and number militia.
|
|
; Militia will always spread when the target sector can not hold all militia because of MAX_MILITIA_PER_SECTOR.
|
|
; Remainder will eventually move along.
|
|
; If they decide to spread, the groups will end up equal in size.
|
|
;
|
|
; There are various chances to spread when there are NO threats:
|
|
; - 30% chance if origin sector is full and destination is empty, groups will become equal in size.
|
|
; - 50% chance if origin and destination have militia, groups become equal in size.
|
|
; - 0% chance if origin sector is not full and target is empty
|
|
; - 0% chance when setting the target sector as No-Leave-Area (yellow). This has highest priority and overwrites above.
|
|
; For threatened sectors the chances are:
|
|
; - If origin sector is threatened but target is not then militia will stay in sector! this behaviour can not be adjusted.
|
|
; - 0% chance to spread if origin sector is not threatened but target is.
|
|
; - variable chance to spread if both target and source sectors are threatened based on enemy numbers:
|
|
; (NumEnemiesNearOrigin * 100) / TotalNumEnemies
|
|
; - 100% chance to spread if ALLOW_REINFORCEMENTS=TRUE and ALLOW_REINFORCEMENTS_ONLY_IN_CITY=FALSE, groups become equal.
|
|
; And you can overwrite the chances with the settings below:
|
|
; - 0% chance to spread when ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE and target sector has a player merc.
|
|
; - 0% chance to spread when ALLOW_MILITIA_SPREAD = FALSE.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
ALLOW_MILITIA_SPREAD = FALSE
|
|
ALLOW_MILITIA_SPREAD_WHEN_FOLLOWING = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Militia Strength Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the strength of town or mobile militia in tactial combat and autoresolve.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; These settings determine how well the militia will fight during autoresolve and tactical combat.
|
|
;
|
|
; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia
|
|
; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia
|
|
; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
|
|
; negative, meaning the militia will be weaker.
|
|
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
|
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
|
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
|
|
|
; Flat bonus to Militiamen Action Points.
|
|
GREEN_MILITIA_APS_BONUS = 0
|
|
REGULAR_MILITIA_APS_BONUS = 0
|
|
VETERAN_MILITIA_APS_BONUS = 0
|
|
|
|
; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
|
|
GREEN_MILITIA_CTH_BONUS_PERCENT = 0
|
|
REGULAR_MILITIA_CTH_BONUS_PERCENT = 0
|
|
VETERAN_MILITIA_CTH_BONUS_PERCENT = 0
|
|
|
|
; Normal and energy damage is reduced by this many percents.
|
|
GREEN_MILITIA_DAMAGE_RESISTANCE = 0
|
|
REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
|
|
VETERAN_MILITIA_DAMAGE_RESISTANCE = 0
|
|
|
|
; Determines bonus to assigned weapon and gear quality (coolness).
|
|
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Militia Equipment Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the how militia can equip itslef from sector inventories
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in.
|
|
;
|
|
; This applies to both tactical and strategic combat.
|
|
; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector.
|
|
; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'.
|
|
; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works
|
|
; if no mercs are present in that sector.
|
|
; If militia reinforces a sector, they will take their gear along.
|
|
; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map.
|
|
; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; if set to true, militia will take parts of its equipment from a sector's inventory.
|
|
MILITIA_USE_SECTOR_EQUIPMENT = FALSE
|
|
|
|
; determines wether militia picks helmets, vests and leg armour from the sector.
|
|
MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE
|
|
|
|
; determines wether militia takes NVGs, sungoggles and gasmasks from the sector.
|
|
MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE
|
|
|
|
; determines wether militia takes knifes and punch weapons from the sector
|
|
MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE
|
|
|
|
; determines wether militia takes guns from the sector
|
|
MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
|
|
|
|
; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true.
|
|
; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped
|
|
; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
|
|
MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
|
|
|
|
; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
|
|
MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
|
|
|
|
; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector
|
|
MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE
|
|
|
|
; the number of bullets deemed sufficient for a gun is
|
|
; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size))
|
|
; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo
|
|
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10
|
|
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200
|
|
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2
|
|
|
|
; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector
|
|
; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and
|
|
; orange gear cannot be chosen by any militia.
|
|
MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Shopkeeper Inventory Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the inventory of Arulco's resident shopkeepers.
|
|
; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting)
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away
|
|
; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
CHANCE_TONY_AVAILABLE = 80
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Turn on to get BR shipments faster
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
FAST_BOBBY_RAY_SHIPMENTS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
;******************************************************************************************************************************
|
|
|
|
[Strategic Assignment Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty.
|
|
;******************************************************************************************************************************
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Basic Settings
|
|
;
|
|
; Use these to affect all assignments.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; The amount time a character must be on assignment before it can have any effect.
|
|
; Theoretically, everything will go faster if this is lower...
|
|
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Skill Training
|
|
;
|
|
; These settings control the speed of training, and how useful some characters are at training others.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Min skill required for a character to be able to increase that skill at all.
|
|
MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1
|
|
|
|
; Max value to which any skill can be trained.
|
|
MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100
|
|
|
|
; Divisor for rate of self-training (the "PRACTICE" assignment)
|
|
TRAINING_RATE_DIVISOR = 1000
|
|
|
|
; The divisor for rate of training bonus due to instructors influence
|
|
; Reduce to speed-up trainer/student training
|
|
; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points
|
|
INSTRUCTED_TRAINING_DIVISOR = 3000
|
|
|
|
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
|
|
; Also applies to training militia
|
|
TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
|
|
|
|
; The minimum skill rating a character must have before he can train fellow teammates in that skill.
|
|
MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
|
|
;
|
|
; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
|
|
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
|
|
; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
|
|
; 1 = Both options on.
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0
|
|
SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
|
|
;
|
|
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
|
|
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
|
|
; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
|
|
; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
|
|
; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
|
|
; 1 = Both options on.
|
|
;
|
|
; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the
|
|
; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING).
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Doctoring
|
|
;
|
|
; (for reference: OKLIFE = 15 health)
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
|
|
; Low = patient, high = working
|
|
NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1
|
|
NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4
|
|
NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12
|
|
|
|
; Increase this value to reduce doctoring pts per hour, or vice versa.
|
|
; At 2400, the theoretical maximum is 150 full healing pts/day.
|
|
DOCTORING_RATE_DIVISOR = 2400
|
|
|
|
; How many points of healing each hospital patients gains per hour in the hospital
|
|
; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
|
|
HOSPITAL_HEALING_RATE = 5
|
|
|
|
; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left)
|
|
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
|
|
|
|
; Multiplier for how much medical skill is needed, for each point below OKLIFE
|
|
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
|
|
|
|
; Number of "doctor" points used up to heal each point below OKLIFE
|
|
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; Repairing
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; Cost to unjam a weapon in repair pts
|
|
REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
|
|
|
|
; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
|
|
REPAIR_RATE_DIVISOR = 2500
|
|
|
|
; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
|
|
; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
|
|
; down repair. A lower value speeds it up.
|
|
REPAIR_SESSIONS_PER_DAY = 24
|
|
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
; SquadNames
|
|
;------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
; use squadnames from SquadNames.xml
|
|
USE_XML_SQUADNAMES = FALSE
|
|
|
|
[Clock Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; These settings control the speed behavior of the game.
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;******************************************************************************************************************************
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;------------------------------------------------------------------------------------------------------------------------------
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; Change in Clock Speed from base clock speed in percent
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; Range: 100 - 300 Default: 150
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;------------------------------------------------------------------------------------------------------------------------------
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CLOCK_SPEED_PERCENT = 120
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;------------------------------------------------------------------------------------------------------------------------------
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; Clock speed percent during enemy turns
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; Range: 100 - 300 Default: 150
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;------------------------------------------------------------------------------------------------------------------------------
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ENEMY_CLOCK_SPEED_PERCENT = 120
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;------------------------------------------------------------------------------------------------------------------------------
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; Timeslice in microseconds. The frequency that the screen is refreshed.
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; At normal speed the clock is updated every 16 milliseconds.
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; Range: 1000 - 20000 Default: 16000
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;------------------------------------------------------------------------------------------------------------------------------
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UPDATE_FREQUENCY = 16000
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;------------------------------------------------------------------------------------------------------------------------------
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; Improved auto fast forwarding.
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; AUTO_FAST_FORWARD_ENEMIES:
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; 0 - default behaviour
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; 1 - auto fast forward only enemies that are not seen by player's team
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; 2 - auto fast forward only invisible enemies
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; 3 - auto fast forward all enemies
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; AUTO_FAST_FORWARD_MILITIA:
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; 0 - default behaviour
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; 1 - auto fast forward only militia that does not see enemies
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; 2 - auto fast forward militia always
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; AUTO_FAST_FORWARD_CIVS, AUTO_FAST_FORWARD_CREATURES:
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; 0 - default behaviour
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; 1 - auto fast forward only invisible
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; 2 - auto fast forward always
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; Note: only movement is accelerated, most of specific actions like shooting and tossing grenades are performed at normal speed
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;------------------------------------------------------------------------------------------------------------------------------
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AUTO_FAST_FORWARD_ENEMIES = 0
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AUTO_FAST_FORWARD_MILITIA = 0
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AUTO_FAST_FORWARD_CIVS = 0
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AUTO_FAST_FORWARD_CREATURES = 0
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;------------------------------------------------------------------------------------------------------------------------------
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; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.
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; At normal speed the clock is updated every 10 milliseconds.
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; Range: 1-10000 Default: 500
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;------------------------------------------------------------------------------------------------------------------------------
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FAST_FORWARD_PERIOD = 500
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;------------------------------------------------------------------------------------------------------------------------------
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; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled.
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; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx
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; Note MENU = [ALT], CONTROL = [CTRL]
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; Examples (separated by comma):
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; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
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;------------------------------------------------------------------------------------------------------------------------------
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FAST_FORWARD_KEY = SUBTRACT
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|
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[Overhead Map Settings]
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;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
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;Modes:
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; 0 Off
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; 1 Draw Rectangles
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; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
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MARKER_MODE = 2
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;Precision governs how small the marked area will be
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; 0 Hostiles are in a general area 180 tiles across
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; 1 Hostiles are in a general area 120 tiles across
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; 2 Hostiles are in a general area 90 tiles across
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; 3 Hostiles are in a general area 60 tiles across
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; 4 Hostiles are in a general area 45 tiles across
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; 5 Hostiles are in a general area 30 tiles across
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DAYTIME_PRECISION = 4
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;Same as above, this time for Night
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NIGHTTIME_PRECISION = 5
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;Number of remaining Soldiers before their location gets marked
|
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MAX_SOLDIERS_LEFT = 1
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