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New Features ------------ Enhanced IMP Creation o INFO: Customize your IMP more personally (hair, clothes, ...) o Soldier Tooltips can now be toggled on/off in the option screen o Removed "Random IMP personality" from option screen o Removed CUSTOM_PERSONALITY, CUSTOM_ATTITUDE, ALLOW_SOLDIER_TOOL_TIPS, IMP_STARTING_LEVEL from ja2_option.ini o Added IMP_STARTING_LEVEL_COST_MULTIPLIER, IMP_BONUS_POINTS_FOR_DISABILITY, IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN to ja2_options.ini o New Files in the Data\Laptop folder git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1133 4f8fa57e-7814-0410-bad4-adc449f26b7c
1340 lines
75 KiB
INI
1340 lines
75 KiB
INI
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
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; By default, the values below are the values present in the 9-14-05 release of the code.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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;General Guidelines:
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;
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; PRICE_MODIFIER = 1-100 (Lower is better)
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;
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; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
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;
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; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
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;
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; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
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;
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; MAX_STRATEGIC_TEAM_SIZE >= 20
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;
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; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
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;
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; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
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;
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; _ELITE_BONUS = 1-100 (percentages)
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;
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; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
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; decide to change anything in this file, it's recommended that you make a backup copy
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; before you make the changes.
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;******************************************************************************************************************************
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change settings which uses the IMP generation
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Laptop Settings]
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; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
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MAX_IMP_CHARACTERS = 1
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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 IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
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; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
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; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
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; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
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; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
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; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
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; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
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; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
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; start out as. Currently in game it is set to 55.
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;******************************************************************************************************************************
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MIN_ATTRIBUTE_POINT = 35
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MAX_ATTRIBUTE_POINT = 85
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IMPATTRIBUTEPOINTS = 30
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MAX_ZERO_BONUS = 15
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START_ATTRIBUTE = 55
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IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
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IMP_BONUS_POINTS_FOR_DISABILITY = 20
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IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
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;******************************************************************************************************************************
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; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
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; opens the website up on day one.
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;
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; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
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; This will include any future MERC Mercs that are added.
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;******************************************************************************************************************************
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MERC_AVAILABLE_DAY_ONE = FALSE
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ALL_MERCS_AT_MERC = FALSE
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;******************************************************************************************************************************
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; The Following settings define if and how many mercenaries die while on assignment
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; if they have not been hired.
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;******************************************************************************************************************************
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MERCS_DIE_ON_ASSIGNMENT = TRUE
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EASY_MERC_DEATHS = 1
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EXPERIENCED_MERC_DEATHS = 2
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EXPERT_MERC_DEATHS = 3
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INSANE_MERC_DEATHS = 4
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change system settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 System Settings]
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; Time in seconds for DeadLock delay, default 30
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; Do not set this too low!
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; Increased because 1) deadlocks are significantly reduced, and 2) some actions actually take a while
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DEAD_LOCK_DELAY = 30
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; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
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ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
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; Automatically try to save when an assertion failure occurs
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AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change video settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Video Settings]
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; If disabled the game will run faster
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VERTICAL_SYNC = FALSE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change the animation speed
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Turnbased Animation Speed Settings]
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;******************************************************************************************************************************
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; Controls animation speed for faster movements in battle
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; 1 = normal
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; 0 = max speed
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; Range: 0-1
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;******************************************************************************************************************************
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PLAYER_TURN_SPEED_UP_FACTOR = 1
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ENEMY_TURN_SPEED_UP_FACTOR = 1
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CREATURE_TURN_SPEED_UP_FACTOR = 1
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MILITIA_TURN_SPEED_UP_FACTOR = 1
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CIVILIAN_TURN_SPEED_UP_FACTOR = 1
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change sounds settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Sound Settings]
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;******************************************************************************************************************************
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; Change to increase volume for weapon sounds
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; Range: 0-100%
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; 0 = no change
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; 100 = max volume
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;******************************************************************************************************************************
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WEAPON_SOUND_EFFECTS_VOLUME = 0
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change some tactical settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Tactical Settings]
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; This setting determines if items on enemy soldiers have to be seen by mercs after combat
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; or if they automatically reveal themselves when combat is over.
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REVEAL_ITEMS_AFTER_COMBAT = TRUE
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; Enable/disable militia command on tactical map
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; Range: TRUE/FALSE
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ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
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;******************************************************************************************************************************
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; Bonus APs for Enemy Soldiers:
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; Number of extra APs for enemy troops at the various difficulty levels
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;******************************************************************************************************************************
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NOVICE_AP_BONUS = 0
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EXPERIENCED_AP_BONUS = 0
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EXPERT_AP_BONUS = 0
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INSANE_AP_BONUS = 0
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;******************************************************************************************************************************
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; Bonus for the player's mercs
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; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
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; Do not set this higher than 50.
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;******************************************************************************************************************************
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PLAYER_AP_BONUS = 0
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; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
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; Range: 0-255
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BASE_SIGHT_RANGE = 13
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; Controls how rain affects visual distance
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; Range: 0-100%
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; 0% - no decrease
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; 100% - max
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VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 20
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; Enable/disable limited vision
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; Range: TRUE/FALSE
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ALLOW_LIMITED_VISION = FALSE
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;******************************************************************************************************************************
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; In this section you can set details about enemy tooltips.
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; Tooltips can be enabled/disabled in the Option Screen.
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; To display the tooltip move the mouse over the enemy and press ALT.
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;******************************************************************************************************************************
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; ULTRA DYNAMIC TOOLTIPS
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; Range and Detail overwrite dynamic range and detail level respectively.
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ALLOW_UDT_RANGE = FALSE
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ALLOW_UDT_DETAIL = FALSE
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; The modifier sets the percentage of visible range that tooltips will be visible for (Default = 50)
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UDT_MODIFIER = 50
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;******************************************************************************************************************************
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; The minimum amount of information that soldier tooltips will display
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; 1 = Limited - are they wearing any armor (but not where), general type of weapon
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; (but no mention of attachments), do they have a gas mask or NVG.
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; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
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; and visible weapon attachments, do they have a gas mask or NVG.
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; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
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; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
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;******************************************************************************************************************************
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SOLDIER_TOOLTIP_DETAIL_LEVEL = 1
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; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
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; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
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DYNAMIC_SOLDIER_TOOLTIPS = TRUE
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; Enable/disable individual lines of information within the tooltip
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; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
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; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
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SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
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SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
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SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
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SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
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SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
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SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
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;******************************************************************************************************************************
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; This section controls Shift+F behaviour.
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; Use this combination to to remove attachments and to unload all weapons in sector
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;******************************************************************************************************************************
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; Set this to false to keep weapons loaded.
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; Note that loaded weapon can be stolen by militia or enemy.
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SHIFT_F_UNLOAD_WEAPONS = TRUE
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; Set this to false to keep item attachments.
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; Unseparable attachments will not be removed.
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SHIFT_F_REMOVE_ATTACHMENTS = TRUE
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; Armor coverage
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ENABLE_ARMOR_COVERAGE = FALSE
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;******************************************************************************************************************************
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; Allows the player to stay in real time while unnoticed by the enemy.
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; While observing enemies in real time, the player may enter turn-based at will.
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; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
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; inactive if RT sneaking is disabled.
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; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
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; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
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; turn-based will continue until the player no longer sees any enemies.
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;******************************************************************************************************************************
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ALLOW_REAL_TIME_SNEAK = FALSE
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QUIET_REAL_TIME_SNEAK = FALSE
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change rain settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Rain Settings]
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;******************************************************************************************************************************
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; In this section you can enable the rain.
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; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
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; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
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; with lightning)
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; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
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;******************************************************************************************************************************
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ALLOW_RAIN = FALSE
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RAIN_CHANCE_PER_DAY = 40
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RAIN_MIN_LENGTH_IN_MINUTES = 60
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RAIN_MAX_LENGTH_IN_MINUTES = 180
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MAX_RAIN_DROPS = 80
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WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
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BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change thunder settings that appear in combination with rain
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Thunder Settings]
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ALLOW_LIGHTNING = FALSE
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MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
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MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
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MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
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MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
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PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
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CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
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;******************************************************************************************************************************
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; -----------------------------------------------------------------------------------------------------------------------------
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; In this section you can change global gameplay settings
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; -----------------------------------------------------------------------------------------------------------------------------
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;******************************************************************************************************************************
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[JA2 Gameplay Settings]
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;******************************************************************************************************************************
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; These are the Starting cash values for the various difficulties.
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; The only restriction with these, is the INT32 they are stored in.
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;******************************************************************************************************************************
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NOVICE_CASH = 45000
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EXPERIENCED_CASH = 35000
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EXPERT_CASH = 30000
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INSANE_CASH = 15000
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;******************************************************************************************************************************
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; Game starting time and merc arrival delay
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;
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; The values are in seconds (3600 = 1 hour)
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;
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; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
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; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
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;
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; Do not change this setting after the game has started
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; Do not set the values too low
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;******************************************************************************************************************************
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; Default value is 3600 (1am)
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GAME_STARTING_TIME = 3600
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; Default value is 21600 (7am)
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FIRST_ARRIVAL_DELAY = 21600
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;******************************************************************************************************************************
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; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
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; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
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; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
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; Valid ranges for PRICE_MODIFIER are -1-100.
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; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
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; larger modifier.
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; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
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; in the game.
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;******************************************************************************************************************************
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CAN_SELL_ALT_LMB = FALSE
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PRICE_MODIFIER = 10
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;******************************************************************************************************************************
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; Disables Pablo stealing things if set to TRUE
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;******************************************************************************************************************************
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; Default value is false
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STEALING_FROM_SHIPMENTS_DISABLED = FALSE
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;******************************************************************************************************************************
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; Game progress weights
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; Range: 0-100%
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; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults
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;******************************************************************************************************************************
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; Default 25
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GAME_PROGRESS_KILLS = 25
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; Default 25
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GAME_PROGRESS_CONTROL = 25
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; Default 50
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GAME_PROGRESS_INCOME = 50
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; Sectors visited
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GAME_PROGRESS_VISITED = 0
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; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults
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; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment.
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; These values will also affect the inventory at Bobby Rays because it is based off game progress.
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;
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; The minimum acts as a floor value for the in-game progress, i.e., until the normally computed progress surpasses
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; it this value is used as the game progress.
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GAME_PROGRESS_MINIMUM = 0
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; The increment is just added to the normally computed game progress but of course cannot make it higher than 100%
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GAME_PROGRESS_INCREMENT = 0
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; If TRUE Shift-N will switch to best night vision goggles at night and best sunglasses during the day
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; If FALSE whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
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SMART_GOGGLE_SWITCH = FALSE
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; If TRUE when a character finds a mine they will automatically put a blue flag there without asking
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; If FALSE when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
|
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AUTOMATICALLY_FLAG_MINES = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Time when some global events occur
|
|
; 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
|
|
|
|
;******************************************************************************************************************************
|
|
; Use these to adjust the numbers of various sorts of "people" that can appear on one map.
|
|
;******************************************************************************************************************************
|
|
; Player mercs, valid values 16 through 32, default is 24
|
|
MAX_NUMBER_PLAYER_MERCS = 24
|
|
; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
|
|
MAX_NUMBER_PLAYER_VEHICLES = 2
|
|
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
|
|
MAX_NUMBER_ENEMIES = 32
|
|
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
|
|
MAX_NUMBER_CREATURES = 32
|
|
; Rebels (i.e., militia), valid values 16 through 64, default is 32
|
|
MAX_NUMBER_REBELS = 32
|
|
; Civilians, valid values 16 through 40, default is 32
|
|
MAX_NUMBER_CIVS = 32
|
|
|
|
;******************************************************************************************************************************
|
|
; Strategic Events on/off
|
|
;******************************************************************************************************************************
|
|
|
|
; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
|
|
STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
|
|
; Range: 0-100
|
|
; 0 means no additional damage
|
|
; 50 means 150% damage (100 + 50)
|
|
; maximum damage (internal) is 255
|
|
;******************************************************************************************************************************
|
|
|
|
EXPLOSIVES_DAMAGE_MULTIPLIER = 0
|
|
MELEE_DAMAGE_MULTIPLIER = 0
|
|
GUN_DAMAGE_MULTIPLIER = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
|
|
;
|
|
; Basically the 1st set are the number of available troops the queen starts with in her
|
|
; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
|
|
; The 3rd set are percentages of extra troops converted to ELITE by the three highest difficulty levels.
|
|
; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
|
|
; wants to travel with. And this option right under the comments, this is the largest size an
|
|
; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
|
|
; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
|
|
; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
|
|
; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
|
|
; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
|
|
; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
|
|
;******************************************************************************************************************************
|
|
|
|
MAX_STRATEGIC_TEAM_SIZE = 20
|
|
|
|
; This is not used yet
|
|
NEW_AGGRESSIVE_AI = FALSE
|
|
; Amount of troops avaliable to the queen at game start
|
|
NOVICE_QUEENS_POOL_OF_TROOPS = 150
|
|
EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
|
|
EXPERT_QUEENS_POOL_OF_TROOPS = 300
|
|
INSANE_QUEENS_POOL_OF_TROOPS = 450
|
|
|
|
; Initial group sizes for pre-placed garrisons when starting a new game
|
|
NOVICE_INITIAL_GARRISON_PERCENTAGES = 70
|
|
EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
|
|
EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
|
|
INSANE_INITIAL_GARRISON_PERCENTAGES = 225
|
|
|
|
; Percent of troops converted to extra elites in enemy groups
|
|
EXPERIENCED_ELITE_BONUS = 0
|
|
EXPERT_ELITE_BONUS = 25
|
|
INSANE_ELITE_BONUS = 50
|
|
|
|
; Minimum enemy group size
|
|
NOVICE_MIN_ENEMY_GROUP_SIZE = 3
|
|
EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
|
|
EXPERT_MIN_ENEMY_GROUP_SIZE = 6
|
|
INSANE_MIN_ENEMY_GROUP_SIZE = 9
|
|
|
|
;******************************************************************************************************************************
|
|
; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
|
|
; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
|
|
; with each side checked. Stationary groups do this check periodically.
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_ENEMY_STARTING_ALERT_LEVEL = 5
|
|
EXPERIENCED_ENEMY_STARTING_ALERT_LEVEL = 20
|
|
EXPERT_ENEMY_STARTING_ALERT_LEVEL = 60
|
|
INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
|
|
|
|
;******************************************************************************************************************************
|
|
; When an enemy spots and chases a player group, the alertness value decrements by this value. The
|
|
; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
|
|
; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_ENEMY_STARTING_ALERT_DECAY = 75
|
|
EXPERIENCED_ENEMY_STARTING_ALERT_DECAY = 50
|
|
EXPERT_ENEMY_STARTING_ALERT_DECAY = 25
|
|
INSANE_ENEMY_STARTING_ALERT_DECAY = 10
|
|
|
|
;******************************************************************************************************************************
|
|
; The base time that the queen can think about reinforcements for refilling lost patrol groups,
|
|
; town garrisons, etc. She only is allowed one action per 'turn'.
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_TIME_EVALUATE_IN_MINUTES = 480
|
|
EXPERIENCED_TIME_EVALUATE_IN_MINUTES = 360
|
|
EXPERT_TIME_EVALUATE_IN_MINUTES = 180
|
|
INSANE_TIME_EVALUATE_IN_MINUTES = 90
|
|
|
|
;******************************************************************************************************************************
|
|
; The variance added on.
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_TIME_EVALUATE_VARIANCE = 240
|
|
EXPERIENCED_TIME_EVALUATE_VARIANCE = 180
|
|
EXPERT_TIME_EVALUATE_VARIANCE = 120
|
|
INSANE_TIME_EVALUATE_VARIANCE = 60
|
|
|
|
;******************************************************************************************************************************
|
|
; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
|
|
; limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_GRACE_PERIOD_IN_HOURS = 144
|
|
EXPERIENCED_GRACE_PERIOD_IN_HOURS = 96
|
|
EXPERT_GRACE_PERIOD_IN_HOURS = 48
|
|
INSANE_GRACE_PERIOD_IN_HOURS = 6
|
|
|
|
;******************************************************************************************************************************
|
|
; Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_PATROL_GRACE_PERIOD_IN_DAYS = 16
|
|
EXPERIENCED_PATROL_GRACE_PERIOD_IN_DAYS = 12
|
|
EXPERT_PATROL_GRACE_PERIOD_IN_DAYS = 8
|
|
INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
|
|
|
|
;******************************************************************************************************************************
|
|
; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
|
|
; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
|
|
; is what is used to determine the free checks.
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_NUM_AWARE_BATTLES = 1
|
|
EXPERIENCED_NUM_AWARE_BATTLES = 2
|
|
EXPERT_NUM_AWARE_BATTLES = 3
|
|
INSANE_NUM_AWARE_BATTLES = 4
|
|
|
|
;******************************************************************************************************************************
|
|
; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE
|
|
EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE
|
|
EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
|
|
INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors
|
|
; and overall strategy. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool
|
|
; or enable unlimited reinforcements
|
|
;******************************************************************************************************************************
|
|
|
|
NOVICE_QUEEN_AGGRESSIVE = FALSE
|
|
EXPERIENCED_QUEEN_AGGRESSIVE = FALSE
|
|
EXPERT_QUEEN_AGGRESSIVE = FALSE
|
|
INSANE_QUEEN_AGGRESSIVE = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; Settings for Strategic AI
|
|
;
|
|
; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of the city will come to investigate what
|
|
; happened when one of the city sectors is taken by player. It will happen only if 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 pending reinforcements for this sector.
|
|
; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
|
|
; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
|
|
;******************************************************************************************************************************
|
|
|
|
ENEMY_INVESTIGATE_SECTOR = FALSE
|
|
REASSIGN_PENDING_REINFORCEMENTS = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; 0 = Use default drop item system for enemies (militia).
|
|
; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
|
|
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in
|
|
; the option screen, to use the new drop system.
|
|
;******************************************************************************************************************************
|
|
|
|
ENEMIES_ITEM_DROP = 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 = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Settings for mobile militia
|
|
;
|
|
; If you set MUST_TRAIN_MOBILE_MILITIA = TRUE
|
|
; Then you have to set ALLOW_MILITIA_MOBILE_GROUPS = TRUE
|
|
; as well. Otherwise you pay and get nothing. Also
|
|
; of note, you have to pay 2*MILITIA_TRAINING_COST
|
|
; for Mobile Militia Groups.
|
|
;******************************************************************************************************************************
|
|
|
|
; Delay ability to train mobile militia till this day
|
|
ALLOW_MILITIA_MOBILE_DELAY = 1
|
|
|
|
; Delay ability to train veteran militia till this day
|
|
TRAIN_VETERAN_MILITIA_DELAY = 1
|
|
|
|
; Allows the training of Veteran Militia
|
|
TRAIN_VETERAN_MILITIA = FALSE
|
|
|
|
; Allows militia to move on strategic map
|
|
ALLOW_MILITIA_MOBILE_GROUPS = FALSE
|
|
|
|
; Forces paying and training mobile militia.
|
|
MUST_TRAIN_MOBILE_MILITIA = FALSE
|
|
|
|
; Allows militia reinforcements from near sectors
|
|
ALLOW_REINFORCEMENTS = FALSE
|
|
|
|
; Allows militia reinforcements only in cities
|
|
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
|
|
|
|
; Amount of troops that will be added to queens army when the troops pool is empty
|
|
QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
|
|
|
|
; Will create a squad each n hours (12 for example). Should divide 24 without remainder
|
|
CREATE_EACH_N_HOURS = 24
|
|
|
|
; Divisor for mobile group size
|
|
DIV_OF_ORIGINAL_MILITIA = 4
|
|
|
|
; Minimum possible militia squad size
|
|
MINIMUM_MILITIA_SQUAD_SIZE = 5
|
|
|
|
; Maximum possible militia squad size
|
|
MAXIMUM_MILITIA_SQUAD_SIZE = 20
|
|
;******************************************************************************************************************************
|
|
; Merchant coolness settings
|
|
; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
|
|
; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better)
|
|
;******************************************************************************************************************************
|
|
|
|
TONY_USES_BR_SETTING = FALSE
|
|
DEVIN_USES_BR_SETTING = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
|
|
; Keep in mind that there is not enough room on the strategic map to display more than 20
|
|
; Militia per sector correctly (could possibly change) but they will still be there to defend,
|
|
; and you can still train them, and it will still cost you.
|
|
; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
|
|
; MILITIA_TRAINING_COST which is the cost of training militia.
|
|
; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
|
|
;******************************************************************************************************************************
|
|
|
|
MAX_MILITIA_PER_SECTOR = 20
|
|
MAX_TRAINING_SQUAD_SIZE = 10
|
|
MILITIA_TRAINING_COST = 750
|
|
|
|
; Price Modifier for training Mobile Militia
|
|
MILITIA_COST_MODIFIER = 3
|
|
|
|
; Price Modifier for Promoting to Regular
|
|
REGULAR_COST_MODIFIER = 1
|
|
|
|
; Price Modifier for Promoting to Veteran
|
|
VETERAN_COST_MODIFIER = 2
|
|
|
|
MIN_LOYALTY_TO_TRAIN = 20
|
|
|
|
; This setting will restrict your roaming militia from entering any sectors
|
|
; defined in RestrictedRoamingMilitia.xml
|
|
RESTRICT_ROAMING = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Repairing
|
|
;******************************************************************************************************************************
|
|
|
|
; Number we divide the total pts accumlated per day by for each assignment period
|
|
; Higher number = slower repair rate
|
|
|
|
ASSIGNMENT_UNITS_PER_DAY = 24
|
|
|
|
;******************************************************************************************************************************
|
|
; Assignment Settings:
|
|
; The following settings control various rates/speeds/effectiveness
|
|
; of the different merc assignments (repair, train, doctor, etc)
|
|
;******************************************************************************************************************************
|
|
|
|
; The amount time 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
|
|
;******************************************************************************************************************************
|
|
|
|
; Min value required to train a skill
|
|
TRAINING_SKILL_MIN = 1
|
|
|
|
; Max value to which a skill can be trained
|
|
TRAINING_SKILL_MAX = 85
|
|
|
|
; Divisor for rate of self-training; reduce to speed all skill training
|
|
SELF_TRAINING_DIVISOR = 1000
|
|
|
|
; The divisor for rate of training bonus due to instructors influence
|
|
; Reduce to speed trainer/student training
|
|
; This value gets added to the self training divisor when calculating training points
|
|
INSTRUCTED_TRAINING_DIVISOR = 3000
|
|
|
|
; The bonus to training in marksmanship in the Alma gun range sector
|
|
GUN_RANGE_TRAINING_BONUS = 25
|
|
|
|
;******************************************************************************************************************************
|
|
; Militia Training
|
|
;******************************************************************************************************************************
|
|
|
|
; This controls how fast town militia gets trained
|
|
MILITIA_TRAINING_RATE = 4
|
|
|
|
; Limits the number of mercs assigned to militia training in a single sector
|
|
MAX_MILITIA_TRAINERS_PER_SECTOR = 2
|
|
|
|
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
|
|
; Also applies to training militia
|
|
TEACH_BONUS_TO_TRAIN = 30
|
|
|
|
; Militia training bonus for RPC (percentage points)
|
|
; RPCs (Ira, Miguel, etc) train militia a bit faster
|
|
RPC_BONUS_TO_TRAIN_MILITIA = 10
|
|
|
|
; The minimum skill rating that is need to teach a fellow teammate
|
|
MIN_RATING_TO_TEACH = 25
|
|
|
|
;******************************************************************************************************************************
|
|
; Doctoring
|
|
; for reference: OKLIFE = 15
|
|
;******************************************************************************************************************************
|
|
|
|
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
|
|
; Low = patient, high = working
|
|
LOW_ACTIVITY_LEVEL = 1
|
|
MEDIUM_ACTIVITY_LEVEL = 4
|
|
HIGH_ACTIVITY_LEVEL = 12
|
|
|
|
; Increase to reduce doctoring pts, 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 skill to deal with an emergency (when a patient has less than OKLIFE health left)
|
|
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
|
|
|
|
; Multiplier for skill needed for each point below OKLIFE
|
|
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
|
|
|
|
; Number of pts needed for each point below OKLIFE
|
|
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
|
|
|
|
; Cost to unjam a weapon in repair pts
|
|
REPAIR_COST_PER_JAM = 2
|
|
|
|
; Increase to reduce repair pts, or vice versa
|
|
REPAIR_RATE_DIVISOR = 2500
|
|
|
|
;******************************************************************************************************************************
|
|
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
|
|
;******************************************************************************************************************************
|
|
|
|
DYNAMIC_AMMO_WEIGHT = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; The following options require a new game in order to work:
|
|
;******************************************************************************************************************************
|
|
|
|
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
|
|
ENABLE_CREPITUS = TRUE
|
|
|
|
; Determines whether all the terrorists are available, or whether they're chosen at random (default)
|
|
ENABLE_ALL_TERRORISTS = FALSE
|
|
|
|
; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
|
|
ENABLE_ALL_WEAPON_CACHES = FALSE
|
|
|
|
; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
|
|
; Can be switched in the middle of your campagin, but will break weapon balance in such case.
|
|
; It's better to change this before starting a new game
|
|
SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Vehicle Inventory
|
|
;******************************************************************************************************************************
|
|
|
|
VEHICLE_INVENTORY = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; If the game difficult level is INSANE, the game progress is above 25% and the
|
|
; enemy outnumbers the players, then there is a chance of the enemies ambushing the group
|
|
; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
|
|
;******************************************************************************************************************************
|
|
|
|
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Slay Forever
|
|
;******************************************************************************************************************************
|
|
|
|
SLAY_FOREVER = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Allow the item description and stack popup windows to be accessed from the sector inventory panel
|
|
;******************************************************************************************************************************
|
|
ALLOW_SECTOR_DESCRIPTION_WINDOW = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Use the new bullet tracer animation instead of the classic bullet animation?
|
|
;******************************************************************************************************************************
|
|
USE_BULLET_TRACERS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
|
|
; If set to TRUE, female enemies will only occur as Elites in the army.
|
|
;******************************************************************************************************************************
|
|
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; Use the Enhanced Description Box instead of the old one?
|
|
; 0 = Both Strategic and Tactical
|
|
; 1 = Strategic only
|
|
; 2 = Tactical only
|
|
;******************************************************************************************************************************
|
|
USE_ENHANCED_DESCRIPTION_BOX = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; Use the file "prof.dat" for all difficult settings instead of the specific ones.
|
|
;******************************************************************************************************************************
|
|
ALWAYS_USE_PROF_DAT = FALSE
|
|
|
|
|
|
;******************************************************************************************************************************
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
; In this section you can change additional settings introduced by Headrock's HAM 2.8
|
|
; -----------------------------------------------------------------------------------------------------------------------------
|
|
;******************************************************************************************************************************
|
|
|
|
[JA2 HAM Settings]
|
|
|
|
;******************************************************************************************************************************
|
|
; Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
|
|
; JA2 profits. This value goes all the way up to 65535%, but that's not recommended.
|
|
;
|
|
; 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.
|
|
;******************************************************************************************************************************
|
|
|
|
MINE_INCOME_PERCENTAGE = 100
|
|
|
|
;******************************************************************************************************************************
|
|
; H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
|
|
; Maximum and minimum values go from 0 to 100.
|
|
; Divisor only works when minimum is 0.
|
|
; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
|
|
; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
|
|
; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
|
|
;
|
|
; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
|
|
; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
|
|
; 100.
|
|
; With Divisor 2, we get a 1/200 ratio.
|
|
; With Divisor 10, we get a 1/1000 ratio. And so on.
|
|
;******************************************************************************************************************************
|
|
|
|
MAXIMUM_POSSIBLE_CTH = 99
|
|
MINIMUM_POSSIBLE_CTH = 0
|
|
MINIMUM_CTH_DIVISOR = 100
|
|
|
|
;******************************************************************************************************************************
|
|
; Allow restricted militia to move through visited sectors regardless of XML restrictions?
|
|
; Requires RESTRICT_ROAMING to be TRUE.
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
|
|
; been liberated?
|
|
; Requires RESTRICT_ROAMING to be TRUE, but overrides XML definitions.
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_DYNAMIC_RESTRICTED_ROAMING = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; Enable Suppression Bugfix/feature.
|
|
;
|
|
; This feature corrects the game's suppression. It allows suppressing enemies more than once-in-a-lifetime.
|
|
; 0 = Bugfix deactivated. Any enemy/militia/merc can only be suppressed ONCE, and can never again be suppressed, EVER.
|
|
; 1 = The suppression counter is cleared at the start of the character's turn.
|
|
; 2 = The suppression counter is cleared at the end of any attack, so each attack can potentially add more and more suppression.
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
CLEAR_SUPPRESSION_COUNTER = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
|
|
; gets at the end of the attack.
|
|
;
|
|
; 100 = Normal
|
|
; 0 = No suppression at all.
|
|
;
|
|
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
|
|
;******************************************************************************************************************************
|
|
|
|
SUPPRESSION_EFFECTIVENESS = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; Limit how many APs can be lost per attack/turn. Default value is 8 (like the original JA2 code)
|
|
; Set to 0 to remove the limit (suppression will not be limited in the number of APs it can drain). Either value can be set
|
|
; to 0 independently.
|
|
;
|
|
; Range is 0 to 255. I wouldn't raise it that far if I were you, though. Could cause crashes.
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
MAX_SUPPRESSION_AP_LOSS_PER_TURN = 50
|
|
MAX_SUPPRESSION_AP_LOSS_PER_ATTACK = 16
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: This is the absolute minimum number of APs a character can reach due to suppression. Naturally, it can be negative
|
|
; (negative values carry over to the next turn).
|
|
;
|
|
; Range = -128 to +128. Of course, a value of 20 or more would probably render suppression useless. Keep a bit below 0 for best
|
|
; results.
|
|
;******************************************************************************************************************************
|
|
|
|
MIN_LIMIT_SUPPRESSION_AP_LOSS = -25
|
|
|
|
;******************************************************************************************************************************
|
|
; Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
|
|
; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock
|
|
; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn).
|
|
;
|
|
; FALSE = No Suppression Shock.
|
|
; TRUE = activated.
|
|
;******************************************************************************************************************************
|
|
|
|
SUPPRESSION_SHOCK = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
|
|
; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared
|
|
; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points
|
|
; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach
|
|
; the limit), but please note that very high suppression may cause a character to surpass the limit and take a while before they
|
|
; can even fire a shot again at more than minimum CTH.
|
|
;
|
|
; Range is 0 (no suppression shock) to 65535 (65535% effect). 100 is "normal" effect.
|
|
; PLEASE PLEASE don't mess around - use values no higher than 300%, otherwise you risk throwing game balance out of whack.
|
|
; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway.
|
|
;******************************************************************************************************************************
|
|
|
|
SUPPRESSION_SHOCK_EFFECTIVENESS = 100
|
|
|
|
;******************************************************************************************************************************
|
|
; This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
|
|
; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can.
|
|
;
|
|
; The effect when the target is crouched is 1/3 of the full value.
|
|
;
|
|
; Set to 0 to turn off "Cowering". By doing so, you'll also reduce the frequency of enemies dropping - the trained mercs will
|
|
; still drop, but will also remain more accurate.
|
|
;******************************************************************************************************************************
|
|
|
|
AIM_PENALTY_PER_TARGET_SHOCK = 2
|
|
|
|
;******************************************************************************************************************************
|
|
; If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
|
|
; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character
|
|
; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been
|
|
; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get
|
|
; out of the way. They will subsequently also become more shocked.
|
|
;******************************************************************************************************************************
|
|
|
|
COWER_EFFECT_ON_SUPPRESSION = 150
|
|
|
|
;******************************************************************************************************************************
|
|
; This controls how many APs must be lost due to suppression, in order to get a 1-point drop in Morale. JA2 1.13
|
|
; default is 2 AP per morale loss. Set this higher to reduce the effect of suppression on morale (helps prevent enemies running
|
|
; away too soon after being suppressed).
|
|
;******************************************************************************************************************************
|
|
|
|
AP_LOST_PER_MORALE_DROP = 3
|
|
|
|
;******************************************************************************************************************************
|
|
; 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 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?
|
|
;
|
|
;******************************************************************************************************************************
|
|
|
|
REALISTIC_TRACERS = 2
|
|
NUM_BULLETS_PER_TRACER = 5
|
|
CTH_BUMP_PER_TRACER = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
|
|
;
|
|
; Any aiming (with/without scope) = +1/2 of the weapon's draw cost
|
|
; Any aiming with a scope = +1 AP for the first aiming level only.
|
|
; Aiming level 1-4 = increased by 1 AP per aiming point as normal
|
|
; Aiming level 5-6 = 4 AP + 2 for each aiming point beyond 4
|
|
; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
|
|
;******************************************************************************************************************************
|
|
|
|
INCREASED_AIM_COST = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
|
|
; and bipod use.(TRUE/FALSE)
|
|
;
|
|
; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do.
|
|
;******************************************************************************************************************************
|
|
|
|
DYNAMIC_AIM_LIMITS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
|
|
; Please note, the maximum CTH loss is 30, no matter how high you set this.
|
|
;******************************************************************************************************************************
|
|
|
|
MOVEMENT_EFFECT_ON_AIMING = 1.5
|
|
|
|
;******************************************************************************************************************************
|
|
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't 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 determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
|
|
; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0.
|
|
;******************************************************************************************************************************
|
|
|
|
AUTORESOLVE_LUCK_FACTOR = 2.0
|
|
|
|
;******************************************************************************************************************************
|
|
; This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
|
|
; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the
|
|
; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note
|
|
; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less.
|
|
;******************************************************************************************************************************
|
|
|
|
MAXIMUM_SUPPRESSION_SHOCK = 30
|
|
|
|
;******************************************************************************************************************************
|
|
; Toggles new CTH bars for Burst and Autofire.
|
|
; 0 = No new CTH bars.
|
|
; 1 = New Burst and Autofire CTH bars
|
|
; 2 = New Burst CTH Bars only
|
|
; 3 = New Autofire CTH Bars only
|
|
;******************************************************************************************************************************
|
|
|
|
NEW_BURST-AUTO_CTH_BARS = 1
|
|
|
|
;******************************************************************************************************************************
|
|
; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression
|
|
; values above. Otherwise, you'll want to turn this on, otherwise the AI will be very stupid about suppressing you, and about
|
|
; running away from suppression fire.
|
|
;******************************************************************************************************************************
|
|
|
|
INCREASE_AI_WILLINGNESS_TO_SUPPRESS = 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
|
|
; Attribs: 50 Sub-Points to advance
|
|
; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
|
|
;
|
|
; Double the values, and progression will get become as slow. Half them, it becomes 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!!
|
|
;******************************************************************************************************************************
|
|
|
|
SKILLS_SUBPOINTS_TO_IMPROVE = 25
|
|
ATTRIBS_SUBPOINTS_TO_IMPROVE = 50
|
|
LEVEL_SUBPOINTS_TO_IMPROVE = 350
|
|
|
|
;******************************************************************************************************************************
|
|
; 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.
|
|
;******************************************************************************************************************************
|
|
|
|
APPROXIMATE_CTH = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; This setting controls whether Roaming 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 militia restriction options must be set to TRUE.
|
|
;******************************************************************************************************************************
|
|
|
|
ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
|
|
; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained
|
|
; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city.
|
|
;
|
|
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE
|
|
;******************************************************************************************************************************
|
|
|
|
SMART_ROAMING_MILITIA_GENERATOR = TRUE
|
|
|
|
;******************************************************************************************************************************
|
|
; With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
|
|
; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia
|
|
; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle.
|
|
;
|
|
; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE
|
|
;******************************************************************************************************************************
|
|
|
|
DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
|
|
|
|
;******************************************************************************************************************************
|
|
; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
|
|
; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them.
|
|
; If the roll fails, one group will fill up, while the other disappears or gets the leftovers.
|
|
;
|
|
; Range 0 to 100.
|
|
; 0 = JA2 default, militia will always try to join up into the largest groups possible.
|
|
; 100 = Militia will always average out with one another, eventually spreading out in groups of half the maximum size over a
|
|
; large area. Naturally, if you keep training militia, they'll eventually fill up, but until then they will try to stay average
|
|
; with each other as much as possible.
|
|
; 50 = Militia will join up into large groups only half of the time. This will create a situation where there are several large
|
|
; groups of militia in different places at different times, while most groups are smaller.
|
|
;******************************************************************************************************************************
|
|
|
|
ROAMING_MILITIA_SPREADOUT_CHANCE = 50
|
|
|
|
;******************************************************************************************************************************
|
|
; It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
|
|
; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults
|
|
; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs.
|
|
;
|
|
; Range: 1 to 255
|
|
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
|
|
; cowering at all.
|
|
;******************************************************************************************************************************
|
|
|
|
CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
|
|
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 3
|
|
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 4
|
|
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
|
|
|
|
;******************************************************************************************************************************
|
|
; This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
|
|
; shooter is any closer than this, he will receive a proportionally lower penalty.
|
|
;
|
|
; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be
|
|
; possible set this higher (200 should be nice. 300 tactically resembles JA2, sort of).
|
|
;
|
|
; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
|
|
; cowering at all.
|
|
;******************************************************************************************************************************
|
|
|
|
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
|
|
|
|
;******************************************************************************************************************************
|
|
; These are the maximum possible CTH penalties we can get from cowering.
|
|
;
|
|
; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured.
|
|
; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it.
|
|
;
|
|
; Range: 0 to 65535. A value of 0 means that there is no flat limit (except what's imposed by other limits for suppression shock
|
|
; and cowering, if applicable)
|
|
;******************************************************************************************************************************
|
|
|
|
MAX_SHOOTER_COWERING_PENALTY = 0
|
|
MAX_TARGET_COWERING_PENALTY = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; This setting determines whether militia can drop their equipment when they die, like enemies do.
|
|
;
|
|
; 0 = JA2 Default. Militia can't drop any equipment.
|
|
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
|
|
; 2 = Militia can drop their equipment regardless of who killed them.
|
|
;
|
|
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
|
|
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
|
|
; (or none at all).
|
|
;******************************************************************************************************************************
|
|
|
|
MILITIA_DROP_EQUIPMENT = 0
|
|
|
|
;******************************************************************************************************************************
|
|
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
|
|
;
|
|
; 0 = Disabled. 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.
|
|
;
|
|
; Different combinations may cause training to function differently from what you'd expect. I suggest setting both of these to
|
|
; 1, or both to 0, but feel free to experiment.
|
|
;******************************************************************************************************************************
|
|
|
|
SMART_TRAINING-SLEEP_HANDLER = 0
|
|
SMART_TRAINING-WAKE_HANDLER = 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.
|
|
;
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; Notice that if set to 1 or 3, students will NOT study while all trainers are asleep! They'll only study if there's a
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; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
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;******************************************************************************************************************************
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SMART_TRAINING_REST = 0 |