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* Merged GameDir from Development Trunk: Revision 4063 * ************************************************************ - Merged from SVN: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1257 4f8fa57e-7814-0410-bad4-adc449f26b7c
3749 lines
547 KiB
XML
3749 lines
547 KiB
XML
<?xml version="1.0" encoding="utf-16"?>
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<Settings xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
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<Description_ENG>This is the file "ja2_options.ini" which is the general settings file for the current selected "Data" folder.</Description_ENG>
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<Description_GER>Dies hier ist die Datei "Ja2_Options.ini", welche die standard Einstellungsdatei für den aktuell gewählten "Data" Ordner ist.</Description_GER>
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<Description_RUS>Это файл "ja2_options.ini", который содержит все основные настройки для выбранной папки "Data"</Description_RUS>
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<Sections>
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<Section name="System Limit Settings">
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<Description_ENG>These settings control some program limits.
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Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Properties>
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<Property name="MAX_NUMBER_PLAYER_MERCS" datatype="numeric" minvalue="16" maxvalue="32" defaultvalue="0" interval="1">
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<Description_ENG>This is the max number of mercs you can recruit.
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Player mercs, valid values 16 through 32, default is 24.
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PLEASE NOTE:
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Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
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To load any "broken" savegames, simply revert to your original settings.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="MAX_NUMBER_PLAYER_VEHICLES" datatype="numeric" minvalue="2" maxvalue="6" defaultvalue="0" interval="1">
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<Description_ENG>This is the max number of vehicles you can recruit.
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Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
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PLEASE NOTE:
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Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
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To load any "broken" savegames, simply revert to your original settings.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="MAX_NUMBER_ENEMIES_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="64" defaultvalue="0" interval="1">
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<Description_ENG>Use this to adjust the numbers of enemies that can appear in the same sector in TACTICAL mode.
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Enemies (i.e., soldiers), valid values 16 through 64, default is 32.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="MAX_NUMBER_CREATURES_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="40" defaultvalue="0" interval="1">
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<Description_ENG>Use this to adjust the numbers of creatures that can appear in the same sector in TACTICAL mode.
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Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="MAX_NUMBER_REBELS_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="64" defaultvalue="0" interval="1">
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<Description_ENG>Use this to adjust the numbers of rebels that can appear in the same sector in TACTICAL mode.
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Rebels (i.e., militia), valid values 16 through 64, default is 32.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS>Устанавливает максимальное количество ментов на одной локации. Варьируется от 16 до 64, по умолчани = 32</Description_RUS>
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</Property>
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<Property name="MAX_NUMBER_CIVS_IN_TACTICAL" datatype="numeric" minvalue="16" maxvalue="40" defaultvalue="0" interval="1">
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<Description_ENG>Use this to adjust the numbers of civilians that can appear in the same sector in TACTICAL mode.
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Civilians, valid values 16 through 40, default is 32.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="MAX_STRATEGIC_ENEMY_GROUP_SIZE" datatype="numeric" minvalue="20" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
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This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
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Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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</Properties>
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</Section>
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<Section name="Data File Settings">
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<Description_ENG>In this section you can tell the program which Data Files to read. Mostly you can tell the program whether to use internal (hard-coded) settings, or external (XML) settings.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Properties>
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<Property name="USE_DIFFICULTY_BASED_PROF_DAT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
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<Description_ENG>Difficulty-based PROF.DAT
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If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
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If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty level of your current game. This allows using different character profiles depending on difficulty level.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="READ_PROFILE_DATA_FROM_XML" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
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<Description_ENG>PROFEX (profile externalization)
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These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
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If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.
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If FALSE, reads profile data from PROF.DAT.
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!!! Attention !!! If you want to play with the new trait system you have to set this to TRUE.</Description_ENG>
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<Description_GER />
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<Description_RUS />
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</Property>
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<Property name="WRITE_PROFILE_DATA_TO_XML" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
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<Description_ENG>PROFEX (profile externalization)
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These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
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When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
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This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.</Description_ENG>
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<Description_GER />
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<Description_RUS />
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</Property>
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<Property name="USE_EXTERNALIZED_ENEMY_ITEM_DROPS" datatype="numeric" minvalue="0" maxvalue="1" defaultvalue="0" interval="1">
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<Description_ENG>0 = Use default drop item system for enemies (and possibly also militia).
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1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml, EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in the option screen, otherwise enemies simply drop everything they have.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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</Properties>
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</Section>
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<Section name="Recruitment Settings">
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<Description_ENG>In this section you can control various options regarding the recruitment of A.I.M, M.E.R.C, I.M.P and RPC mercenaries.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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<Properties>
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<Property name="MAX_IMP_CHARACTERS" datatype="numeric" minvalue="0" maxvalue="6" defaultvalue="0" interval="1">
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<Description_ENG>The maximum number of I.M.P. characters, the player can have simultaneously (Range: 0 - 6).</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="IMP_MALE_CHARACTER_COUNT" datatype="numeric" minvalue="0" maxvalue="6" defaultvalue="0" interval="1">
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<Description_ENG>The maximum male I.M.P characers that are available. The total number is still limited by MAX_IMP_CHARACTERS.</Description_ENG>
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<Description_GER>Die maximale Zahl an männlichen B.S.E. Charakteren, die erstellt werden können. Total wird ihre Anzahl dennoch durch MAX_IMP_CHARACTERS begrenzt.</Description_GER>
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<Description_RUS>Максимальное количество мужских персонажей, создаваемых через I.M.P. Общее число ограничивается параметром MAX_IMP_CHARACTERS</Description_RUS>
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</Property>
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<Property name="IMP_FEMALE_CHARACTER_COUNT" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
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<Description_ENG>The maximum female I.M.P characers that are available. The total number is still limited by MAX_IMP_CHARACTERS.</Description_ENG>
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<Description_GER>Die maximale Zahl an weiblichen B.S.E. Charakteren, die erstellt werden können. Total wird ihre Anzahl dennoch durch MAX_IMP_CHARACTERS begrenzt.</Description_GER>
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<Description_RUS>Максимальное количество женских персонажей, создаваемых через I.M.P. Общее число ограничивается параметром MAX_IMP_CHARACTERS</Description_RUS>
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</Property>
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<Property name="IMP_MALE_1" datatype="numeric" minvalue="51" maxvalue="51" defaultvalue="0" interval="1">
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<Description_ENG>The first male I.M.P character in the file "prof.dat".</Description_ENG>
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<Description_GER>Der erste männliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Первый мужской персонаж в файле "prof.dat"</Description_RUS>
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</Property>
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<Property name="IMP_MALE_2" datatype="numeric" minvalue="52" maxvalue="52" defaultvalue="0" interval="1">
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<Description_ENG>The second male I.M.P character in the file "prof.dat".</Description_ENG>
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<Description_GER>Der zweite männliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Второй мужской персонаж в файле "prof.dat"</Description_RUS>
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</Property>
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<Property name="IMP_MALE_3" datatype="numeric" minvalue="53" maxvalue="53" defaultvalue="0" interval="1">
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<Description_ENG>The third male I.M.P character in the file "prof.dat"</Description_ENG>
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<Description_GER>Der dritte männliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Третий мужской персонаж в файле "prof.dat"</Description_RUS>
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</Property>
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<Property name="IMP_MALE_4" datatype="numeric" minvalue="169" maxvalue="169" defaultvalue="0" interval="1">
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<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
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<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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</Property>
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<Property name="IMP_MALE_5" datatype="numeric" minvalue="65" maxvalue="65" defaultvalue="0" interval="1">
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<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, hjedoch ist die Sprachausgabe beschränkt.</Description_GER>
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<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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</Property>
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<Property name="IMP_MALE_6" datatype="numeric" minvalue="71" maxvalue="71" defaultvalue="0" interval="1">
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<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
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<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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</Property>
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<Property name="IMP_MALE_7" datatype="numeric" minvalue="163" maxvalue="163" defaultvalue="0" interval="1">
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<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
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<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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</Property>
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<Property name="IMP_MALE_8" datatype="numeric" minvalue="164" maxvalue="164" defaultvalue="0" interval="1">
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<Description_ENG>This additional male I.M.P character can be used, but does not have full voice set available.</Description_ENG>
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<Description_GER>Dieser zusätzliche männliche B.S.E. Charakter kann verwendet werden, jedoch ist die Sprachausgabe beschränkt.</Description_GER>
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<Description_RUS>Этот дополнительный мужской персонаж может быть использован, но для него будет недоступна полная поддержка озвучки</Description_RUS>
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</Property>
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<Property name="IMP_FEMALE_1" datatype="numeric" minvalue="54" maxvalue="54" defaultvalue="0" interval="1">
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<Description_ENG>The first female I.M.P charcter in the file "prof.dat".</Description_ENG>
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<Description_GER>Der erste weibliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Первый женский персонаж в файле "prof.dat"</Description_RUS>
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</Property>
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<Property name="IMP_FEMALE_2" datatype="numeric" minvalue="55" maxvalue="55" defaultvalue="0" interval="1">
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<Description_ENG>The second female I.M.P charcter in the file "prof.dat".</Description_ENG>
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<Description_GER>Der zweite weibliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS>Второй женский персонаж в файле "prof.dat"</Description_RUS>
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</Property>
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<Property name="IMP_FEMALE_3" datatype="numeric" minvalue="56" maxvalue="56" defaultvalue="0" interval="1">
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<Description_ENG>The third female I.M.P charcter in the file "prof.dat".</Description_ENG>
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<Description_GER>Der dritte weibliche B.S.E. Charakter in der Datei Prof.dat</Description_GER>
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<Description_RUS> Третий женский персонаж в файле "prof.dat" </Description_RUS>
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</Property>
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<Property name="IMP_PROFILE_COST" datatype="numeric" minvalue="0" maxvalue="50000" defaultvalue="3000" interval="50">
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<Description_ENG>This is the cost for creating an IMP character.</Description_ENG>
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<Description_GER>Dies ist der Preis für die Erstellung eines IMP Charakters.</Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="DYNAMIC_IMP_PROFILE_COST" datatype="boolean" minvalue="0" maxvalue="1" defaultvalue="0" interval="0">
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<Description_ENG>If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
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(i.e. the price of the second IMP character is doubled, of third character tripled etc.)</Description_ENG>
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<Description_GER>Wenn diese Option eingeschaltet ist, dann werden die Kosten für einen IMP Charakter mit der Anzahl generierter IMPs multipliziert. Der zweite kostet also doppelt soviel wie der erste.
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Der dritte kostet dreimal soviel usw.</Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="IMP_INITIAL_POINTS" datatype="numeric" minvalue="1" maxvalue="5000" defaultvalue="500" interval="1">
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<Description_ENG>This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
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you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
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5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute.</Description_ENG>
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<Description_GER>Das ist die Gesamtmenge an Punkten, die man für einen IMP Charakter vergeben kann. Standardwert bei JA2 ist 500.
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Im Spiel wird dieser Wert noch nach folgender Formel reduziert:
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5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute</Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="IMP_INITIAL_ATTRIBUTES" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>This is the initial value all of I.M.P stats at the beginning of the IMP creation process.</Description_ENG>
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<Description_GER>Dies ist der Wert, auf den alle Eigenschaften zu Beginn der Charaktererstellung gesetzt werden.</Description_GER>
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<Description_RUS>Стартовое значение всех ваших параметров и скилов</Description_RUS>
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</Property>
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<Property name="IMP_INITIAL_POINTS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>This is the amount of extra points you start out with when all of your stats and skills are set to START_ATTRIBUTE.</Description_ENG>
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<Description_GER>Dies ist die Menge an zusätzlichen Eigenschaftspunkten, mit der Sie starten, wenn alle Eigenschaften auf den Wert START_ATTRIBUTE gesetzt werden.</Description_GER>
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<Description_RUS>Количество дополнительных статпоинтов, с которыми вы начинаете, когда ваши параметры и скилы выставлены в параметре START_ATTRIBUTE</Description_RUS>
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</Property>
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<Property name="IMP_MIN_ATTRIBUTE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>This is the lowest skill value you can have before it drops straight to 0.</Description_ENG>
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<Description_GER>Dies ist der Minimalwert, zu dem eine Eigenschaft gesenkt werden darf, bevor sie auf 0 gesetzt wird.</Description_GER>
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<Description_RUS> Это минимальное значение параметра, которое вы можете иметь, выставлено в 0 </Description_RUS>
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</Property>
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<Property name="IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>This is the amount of points that you receive when you a skill drops from IMP_MIN_ATTRIBUTE to 0.</Description_ENG>
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<Description_GER>Dies ist die Menge an Eigenschaftspunkten, die Sie erhalten, wenn Sie eine Eigenschaft vom IMP_MIN_ATTRIBUTE auf 0 senken.</Description_GER>
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<Description_RUS>Количество статпоинтов, которые вы получаете, устанавливая параметр или скил со значения IMP_MIN_ATTRIBUTE в 0 </Description_RUS>
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</Property>
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<Property name="IMP_MAX_ATTRIBUTE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
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<Description_ENG>This is the highest skill value you can get, for any skill, during IMP creation.</Description_ENG>
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<Description_GER>Dies ist der Maximalwert, auf den eine Eigenschaft erhöht werden darf.</Description_GER>
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<Description_RUS> Это максимальное значение параметра, которое вы можете иметь</Description_RUS>
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</Property>
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<Property name="IMP_STARTING_LEVEL_COST_MULTIPLIER" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
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<Description_ENG>This value determines how many points you need to pay in order to increase your starting EXP Level during IMP creation.
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It works as a multiplier for the EXP level you're trying to reach. The caluculation is:
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EXP Level you want to reach * IMP_STARTING_LEVEL_COST_MULTIPLIER = points to pay.
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You must pay separately for each increase!
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(So if the value is 5: 1st to 2nd level costs 10 points, 2nd to 3rd level costs another 15 points, etc.)</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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</Property>
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<Property name="IMP_BONUS_POINTS_FOR_DISABILITY" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="20" interval="1">
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<Description_ENG>This value is how many points you get if you choose any disability for your IMP character (e.g. nonswimmer, claustrophobic). </Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS>Количество статпоинтов, получаемых вами за выбор любого из недостатков (неумения плавать, клаустрофобии етс.)</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="25" interval="1">
|
|
<Description_ENG>You get this many bonus attribute points for every skill trait not taken at IMP creation time (e.g. TEACHER, KNIFING).</Description_ENG>
|
|
<Description_GER>Diese Option definiert die Anzahl Bonuspunkte, welche Du für jeden nicht genommenen Fertigkeitenplatz bekommst, wenn Du einen IMP Charakter erstellst.</Description_GER>
|
|
<Description_RUS>Количество бонусных статпоинтов, получаемых вами в случае отказа от выбора умений при создании персонажа в I.M.P.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EXPERTS_GET_DIFFERENT_CHOICES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
|
|
There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MERC_WEBSITE_IMMEDIATELY_AVAILABLE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Should the MERC website be available immediately at game-start? </Description_ENG>
|
|
<Description_GER>Sollen M.E.R.C. Charaktere vom ersten Tag an verfügbar sein?</Description_GER>
|
|
<Description_RUS>Доступность наемников из MERC с начала игры</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MERC_WEBSITE_ALL_MERCS_AVAILABLE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This will allows you to hire any of the M.E.R.C characters as soon as the M.E.R.C website becomes available. It will also include any future MERC characters that are added.</Description_ENG>
|
|
<Description_GER>Dies erlaubt Ihnen, jeden M.E.R.C. Charakter anzuwerben, sobald die M.E.R.C. Website erreichbar ist.
|
|
Das beinhaltet auch alle M.E.R.C. Charaktere, die in Zukunft beigefügt werden.</Description_GER>
|
|
<Description_RUS>Дает доступ ко всем наемникам MERC сразу после открытия доступа к сайту. Будет включать в себя любых добавленных в будущем наемников MERC</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MERCS_CAN_BE_ON_ASSIGNMENT" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
|
<Description_ENG>Mercs can be on assignment at the start of the game? Set to 1 and all the AIM mercs will be available to hire, set to 2 and all mercs will always be available. Set to 0 and you have JA2 Default behaviour.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MERCS_CAN_DIE_ON_ASSIGNMENT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If TRUE, allows a chance for A.I.M. and M.E.R.C. mercs to die while away on another assignment.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_MERC_DEATHS_EASY" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
|
<Description_ENG>If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
|
This setting controls NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_MERC_DEATHS_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
|
<Description_ENG>If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
|
This setting controls EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_MERC_DEATHS_EXPERT" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
|
<Description_ENG>If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
|
This setting controls EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_MERC_DEATHS_INSANE" datatype="numeric" minvalue="0" maxvalue="14" defaultvalue="0" interval="1">
|
|
<Description_ENG>If MERCS_CAN_DIE_ON_ASSIGNMENT is set to TRUE, this defines how many AIM/MERC characters (in total) can die while on another assignment.
|
|
This setting controls INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SLAY_STAYS_FOREVER" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE you can have Slay the terrorist for an unlimited time in your team. You also have to set ENABLE_ALL_TERRORISTS = TRUE.
|
|
For easy recruiting, just give Slay the disc you got from Carmen.</Description_ENG>
|
|
<Description_GER>Wenn diese Einstellung auf TRUE gesetzt wird, können Sie Slay den Terroristen für unbestimmte Zeit in ihrem Team haben. Weiters muss noch ENABLE_ALL_TERRORISTS = TRUE gesetzt werden.
|
|
Um Slay nun rekrutieren zu können, muss man Slay die Diskette geben, welche man von Carmen erhalten hat.</Description_GER>
|
|
<Description_RUS>При включении позволяет нанять Убийцу навсегда.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EARLY_REBELS_RECRUITMENT" datatype="numeric" minvalue="1" maxvalue="4" defaultvalue="0" interval="1">
|
|
<Description_ENG>Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
|
|
Valid values are from 1 to 3 where:
|
|
1 = immediately after liberating Omerta
|
|
2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
|
|
setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
|
|
3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
|
|
4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Financial Settings">
|
|
<Description_ENG>These settings adjust the various money-related features of the game, including mine income and militia costs.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="STARTING_CASH_NOVICE" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
|
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on NOVICE difficulty.</Description_ENG>
|
|
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad Einsteiger.</Description_GER>
|
|
<Description_RUS>Стартовая сумма на легком уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STARTING_CASH_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
|
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad Profi.</Description_GER>
|
|
<Description_RUS>Стартовая сумма на среднем уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STARTING_CASH_EXPERT" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
|
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on EXPERT difficulty.</Description_ENG>
|
|
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad Alter Hase.</Description_GER>
|
|
<Description_RUS>Стартовая сумма на тяжелом уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="25" interval="1">
|
|
<Description_ENG>The percentage that a merc's salary rises each they go one experience level up, 0 = no raise, 100 is double salary</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MINE_INCOME_PERCENTAGE" datatype="numeric" minvalue="1" maxvalue="30000" defaultvalue="0" interval="1">
|
|
<Description_ENG>Increases or decreases (by percentage) the amount of cash that mines generate every day.
|
|
|
|
100% = normal JA2 profits.
|
|
This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
|
|
This value goes all the way up to 65535%, but that's not recommended.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STARTING_CASH_INSANE" datatype="numeric" minvalue="0" maxvalue="999999" defaultvalue="0" interval="5000">
|
|
<Description_ENG>This is how much cash you get at the start of the campaign, when playing on INSANE difficulty.</Description_ENG>
|
|
<Description_GER>Das Anfangsgeld für den Schwierigkeitsgrad WAHNSINNIG.</Description_GER>
|
|
<Description_RUS>Стартовая сумма на невозможном уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SELL_ITEMS_WITH_ALT_LMB" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, this enables the ability to sell items from the sector inventory screen with ALT+LMB.</Description_ENG>
|
|
<Description_GER>Wenn dieser Wert auf TRUE gesetzt wird, können Gegenstände im Sektorinventar mit [ALT]+LMB (Left Mouse Button/Linke Maustaste) verkauft werden.</Description_GER>
|
|
<Description_RUS>Если включено, вы получаете возможность продавать предметы из стратегической карты нажатием ALT+LMB</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SELL_ITEMS_PRICE_MODIFIER" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>If SELL_ITEMS_WITH_ALT_LMB is set to TRUE, this value is a divisor of the items value when you sell it with ALT+LMB.
|
|
For example, if you set this value to 4, you will sell the item for 25% of its original value (1/4).
|
|
Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
|
|
Valid ranges for PRICE_MODIFIER are -1 - 100.
|
|
0 = forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a larger modifier.
|
|
-1 = works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later in the game.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_BASE_TRAINING_COST" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="50">
|
|
<Description_ENG>This is the cost of a single Town Militia (Green / Rookie) training session.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_COST_MULTIPLIER_REGULAR" datatype="numeric" minvalue="1" maxvalue="5" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a multiplier for MILITIA_BASE_TRAINING_COST, used when promoting Green Militia to Regular Militia (Light-Blue Shirts).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_COST_MULTIPLIER_ELITE" datatype="numeric" minvalue="2" maxvalue="5" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a multiplier for MILITIA_BASE_TRAINING_COST, used when upgrading Regular Militia to Elite Militia (Dark-Blue Shirts).
|
|
ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE for such an upgrade to even be possible.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_COST_MULTIPLIER_MOBILE" datatype="numeric" minvalue="3" maxvalue="5" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a multiplier for MILITIA_BASE_TRAINING_COST, used for the cost of a single Mobile Militia training session.
|
|
ALLOW_MOBILE_MILITIA and MUST_TRAIN_MOBILE_MILITIA must both be set to TRUE for this to even be possible.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DAILY_MILITIA_UPKEEP_TOWN_GREEN" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a daily upkeep cost for maintaining a single Town Militia man of Green level.
|
|
This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia will leave your service.
|
|
Only militia who have been in your service for 24 hours are paid!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="DAILY_MILITIA_UPKEEP_TOWN_REGULAR" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a daily upkeep cost for maintaining a single Town Militia man of Regular level.
|
|
This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia will leave your service.
|
|
Only militia who have been in your service for 24 hours are paid!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="DAILY_MILITIA_UPKEEP_TOWN_ELITE" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a daily upkeep cost for maintaining a single Town Militia man of Elite level.
|
|
This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia will leave your service.
|
|
Only militia who have been in your service for 24 hours are paid!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="DAILY_MILITIA_UPKEEP_MOBILE_GREEN" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a daily upkeep cost for maintaining a single Mobile Militia man of Green level.
|
|
This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia will leave your service.
|
|
Only militia who have been in your service for 24 hours are paid!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="DAILY_MILITIA_UPKEEP_MOBILE_REGULAR" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a daily upkeep cost for maintaining a single Mobile Militia man of Regular level.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="DAILY_MILITIA_UPKEEP_MOBILE_ELITE" datatype="numeric" minvalue="0" maxvalue="10000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a daily upkeep cost for maintaining a single Mobile Militia man of Elite level.
|
|
This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia will leave your service.
|
|
Only militia who have been in your service for 24 hours are paid!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="HELICOPTER_BASE_COST_PER_GREEN_TILE" datatype="numeric" minvalue="0" maxvalue="65000" defaultvalue="0" interval="100">
|
|
<Description_ENG>Determines how much money Skyrider (the helicopter pilot) charges PER SECTOR, when flying through "free" airspace (green in the strategic airspace map).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="HELICOPTER_BASE_COST_PER_RED_TILE" datatype="numeric" minvalue="0" maxvalue="65000" defaultvalue="0" interval="100">
|
|
<Description_ENG>Determines how much money Skyrider (the helicopter pilot) charges PER SECTOR, when flying through "dangerous" airspace (red in the strategic airspace map).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
</Properties>
|
|
</Section>
|
|
|
|
|
|
<Section name="Troubleshooting Settings">
|
|
<Description_ENG>In this section you can activate some features that may prevent bugs, or help overcome problems.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="DEAD_LOCK_DELAY" datatype="numeric" minvalue="10" maxvalue="50" defaultvalue="0" interval="1">
|
|
<Description_ENG>If an AI-controlled character becomes stuck, this is how many seconds will pass before the game decides to skip that character completely.
|
|
Do not set this too low, or you may end up skipping legitimate AI movement!
|
|
Time in seconds for DeadLock delay, default 30.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Skip global strategic events. This can be used to prevent game crashes. Press and hold NUMLOCK to skip the event.</Description_ENG>
|
|
<Description_GER>Drücken und halten Sie [NUMLOCK], um ein strategisches Ereignis zu überspringen. Diese Methode kann angewandt werden, um einen Spielabsturz zu vermeiden.</Description_GER>
|
|
<Description_RUS>Пропуск глобальных событий. Может быть использовано для предотвращения крашей игры. Нажмите и держите NUMLOCK для пропуска событий </Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AUTO_SAVE_ON_ASSERTION_FAILURE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AUTO_SAVE_EVERY_N_HOURS" datatype="numeric" minvalue="0" maxvalue="24" defaultvalue="0" interval="0">
|
|
<Description_ENG>Automatically save the game every N GAME-hours. 0 = disable.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Graphics Settings">
|
|
<Description_ENG>In this section you can change video and graphics settings. These setting have no influence on game-play, they are purely visual.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="VERTICAL_SYNC" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If VERTICAL_SYNC is set to FALSE, the game will run faster.</Description_ENG>
|
|
<Description_GER>Wenn VERTICAL_SYNC auf FALSE gesetzt wird, läuft das Spiel schneller.</Description_GER>
|
|
<Description_RUS>Отключение вертикальной синхронизации для ускорения игры</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="PLAYER_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
|
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the player's merc.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Spielercharaktere.</Description_GER>
|
|
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости мерка</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
|
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the enemies.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Feindcharaktere.</Description_GER>
|
|
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости противников</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CREATURE_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
|
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the creatues.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Tiere und Monster.</Description_GER>
|
|
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости монстров</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
|
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the militia.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Milizionäre.</Description_GER>
|
|
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости милиции</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CIVILIAN_TURN_SPEED_UP_FACTOR" datatype="decimal" minvalue="0" maxvalue="1" defaultvalue="0" interval="0.1">
|
|
<Description_ENG>Set the value to 1 for normal speed and 0 for maximum speed for the civilians.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf 1 für die normale und auf 0 für die höchste Animationsgeschwindigkeit der Zivilisten.</Description_GER>
|
|
<Description_RUS>Установите значение равным 1 для обычной скорости или равным 0 для максимальной скорости гражданских</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="USE_EXTERNALIZED_LOADSCREENS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Should the game use the externalized sector loadscreens?
|
|
If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml.
|
|
If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.</Description_ENG>
|
|
<Description_GER>Soll das Spiel die externalisierten Ladebildschirme benutzen?
|
|
Wenn die Einstellung auf TRUE gesetzt wird, wird JA2 die Ladebildschirme benutzen, die im Ordner TableData\Map\SectorLoadscreens.xml hinterlegt wurden.
|
|
Wenn die Einstellung auf FALSE gesetzt wird, wird JA2 die klassischen Ladebildschirme benutzen.</Description_GER>
|
|
<Description_RUS>Позволяет игре использовать внешние экраны загрузки.
|
|
Если TRUE, игра использует экраны определенные в TableData\Map\SectorLoadscreens.xml.
|
|
Если FALSE, игрв будет использовать экраны секторов, как в Vanilla JA2.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="USE_NEW_STARTING_GEAR_INTERFACE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Use new starting gear interface on the AIM website, including 21 item view and up to 5 gearkits selection,
|
|
if disabled classic style is used.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Should the queen's army avoid recruiting Female soldiers?
|
|
If set to TRUE, female enemies will only occur as Elites in the army.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SMALL_SIZE_PB" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: FALSE
|
|
New thin progress bar in tactical interface for turns is drawn instead of the default one.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Sound Settings">
|
|
<Description_ENG>In this section you can change sounds settings.</Description_ENG>
|
|
<Description_GER>In dieser Sektion können Sie die Audioeinstellungen verändern.</Description_GER>
|
|
<Description_RUS>Этот раздел отвечает за звуковые настройки</Description_RUS>
|
|
<Properties>
|
|
<Property name="WEAPON_SOUND_EFFECTS_VOLUME" datatype="numeric" minvalue="0" maxvalue="1" defaultvalue="0" interval="1">
|
|
<Description_ENG>Change this value to increase the volume for weapon sounds.
|
|
|
|
0 = No volume change for the weapon sounds
|
|
1 = Maximum volumne for the weapon sounds</Description_ENG>
|
|
<Description_GER>Verändern Sie diesen Wert, um die Lautstärke der Waffengeräusche zu erhöhen.
|
|
|
|
0 = Keine Veränderung der Waffengeräusche
|
|
1 = Maximale Lautstärke der Waffengeräusche</Description_GER>
|
|
<Description_RUS>Измените это значения для увеличения громкости озвучки оружия.
|
|
|
|
0 = без изменений
|
|
1 = максимальная громкость звуков оружия.</Description_RUS>
|
|
</Property>
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Interface Settings">
|
|
<Description_ENG>In this section you can adjust the user-interface in TACTICAL screen.
|
|
Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of combat (when all enemies are dead).
|
|
Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SHIFT_F_UNLOAD_WEAPONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Set this to FALSE to keep weapons loaded when SHIFT+F is pressed. Note that loaded weapon can be stolen by militia or enemy.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf FALSE, um Waffen nicht zu entladen. Geladenen Waffen können von Feinden oder der Miliz gestohlen werden.</Description_GER>
|
|
<Description_RUS>Set this to FALSE to keep weapons loaded. Loaded weapon can be stolen by militia or enemy.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SHIFT_F_REMOVE_ATTACHMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Set this to FALSE to keep item attachments when SHIFT+F is pressed. Unseparable attachments will not be removed.</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf FALSE, um Anbauten nicht zu entfernen. Nichtabtrennbare Anbauten können selbst mit TRUE nicht entfernt werden.</Description_GER>
|
|
<Description_RUS>Установите параметр в FALSE для сохранения атачментов. Неотделимые атачменты не могут быть удалены</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SMART_GOGGLE_SWAP" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, Shift-N will switch to best night vision goggles at night, and best sunglasses during the day.
|
|
If set to FALSE, whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS>Если включено - по SHIFT-N одевает лучшие приборы ночного видения ночью и очки днем</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If set to TRUE, any automatic goggle swap (SHIFT-N or CTRL-SHIFT-N) will swap goggles for EVERY MERC IN THE SECTOR.
|
|
If set to FALSE, only mercs in the currently-selected squad are affected.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, when a character finds a mine they will automatically put a blue flag there without asking.
|
|
If set to FALSE, when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS>Если включено, при нахождении мины персонаж автоматически ставит флаг.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MINES_SPOTTED_NO_TALK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, when a character finds a mine they will not say anything and only put a blue flag there or ask if they should do so.
|
|
(depends on the setting of "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED")
|
|
If set to FALSE, when a character finds a mine they will tell you with a comment (the "classic" behavior).</Description_ENG>
|
|
<Description_GER>Setzen Sie diesen Wert auf TRUE, damit Söldner einen Minenfund nicht mehr kommentieren.
|
|
Bei FALSE gibt der Söldner wie früher einen Kommentar ab.</Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STAND_UP_AFTER_BATTLE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
|
|
If set to "FALSE", the mercs will not stand up after the battle.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_TACTICAL_MILITIA_COMMAND" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, allows giving abstract orders to Militia in tactical mode.
|
|
You can give commands to single militia by talking to them.
|
|
If your merc is wearing a headphone with whom you talk to the militia, you can give commands to ALL militia.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="USE_ENHANCED_DESCRIPTION_BOX" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="0">
|
|
<Description_ENG>This determines where the Enhanced Description Box is used, instead of the "Classic" Description Box.
|
|
0 = Both Strategic and Tactical
|
|
1 = Strategic only
|
|
2 = Tactical only
|
|
You can switch EDB on and off using the in-game Options Menu.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="USE_NEW_BURST-AUTO_TARGETING_CURSORS" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enables new and improved "Chance-to-Hit" targeting cursors for Burst Fire and Auto Fire. Also adds "targeted bodypart" indicators to both.
|
|
0 = Use normal JA2 1.13 cursors.
|
|
1 = Use new Autofire and Burstfire cursors
|
|
2 = Use new Burstfire cursor only
|
|
3 = Use new Autofire cursor only</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Позволяет выбрать курсор для стрельбы очередями и залпом. Также добавляется выбор частей тела в обоих режимах.
|
|
0 = Использовать обычный JA2 1.13 курсор.
|
|
1 = Использовать новые Autofire и Burstfire курсоры
|
|
2 = Использовать только Burstfire курсор
|
|
3 = Использовать только Autofire курсор
|
|
</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="INACCURATE_CTH_READOUT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH.
|
|
Based on the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained character will see the exact results.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="HIDE_BULLET_COUNT_INTENSITY" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>If this is set above 0, characters may sometimes forget how many bullets are left in their gun.
|
|
Depending on the character's Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets left is completely hidden.
|
|
Increasing this value will make it harder to give an accurate bullet count during battle.
|
|
This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is displayed as normal.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="MAXIMUM_MESSAGES_IN_TACTICAL" datatype="numeric" minvalue="1" maxvalue="36" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set how many messages can be displayed on-screen at the same time, in TACTICAL screen. The default is 6.
|
|
PLEASE NOTE: The actual maximum is based on your screen resolution:
|
|
640x480: Maximum is 20 lines.
|
|
800x600: Maximum is 26 lines.
|
|
1024x768: Maximum is 36 lines.
|
|
If the value is set higher than allowed for your current resolution, it is automatically decreased.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When set to TRUE, prevents the game from automatically selecting a merc when he/she spots an enemy in Real Time mode. This only works if ALLOW_REAL_TIME_SNEAK is turned on.
|
|
If for any reason turn-base mode is triggered when spotting the enemy, the character will be selected as normal regardless of this setting.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SHOW_TACTICAL_FACE_GEAR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If enabled, you will see Gasmak / Nightvision gear on the merc face portrait when worn.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SHOW_TACTICAL_FACE_ICONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If enabled, you will see additional small icons of the worn headgear (gas mask, headphone, ...) on the merc face.
|
|
If set to FALSE, you only see the default JA2 icons, which do not include worn headgear.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="TACTICAL_FACE_ICON_STYLE" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>If SHOW_TACTICAL_FACE_ICONS = TRUE, you can choose from 4 differenct icon styles (Range: 0 - 3).
|
|
0 = Data\Interface\PORTRAITICONS_A.STI
|
|
1 = Data\Interface\PORTRAITICONS_B.STI
|
|
2 = Data\Interface\PORTRAITICONS_C.STI
|
|
3 = Data\Interface\PORTRAITICONS_D.STI</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SHOW_CAMOUFLAGE_FACES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If enabled, you see camouflaged portraits of your merc if they were any camo.
|
|
If no camouflaged portrait is available (Data\Faces\xxxCAMO folders), you see the standard face portrait.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="STAMINA_HIT" datatype="numeric" minvalue="5000" maxvalue="15000" defaultvalue="0" interval="100">
|
|
<Description_ENG>Default: 10000
|
|
Regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it takes 3-4 hits to take all the breath away.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ENABLE_EXT_MOUSE_KEYS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon, toggle between merc-s or auto fire length.
|
|
Middle mouse button is used to look (= "L" key), alt + middle mouse button changes firing modes, alt + wheel change the stance.
|
|
4-th mouse button enables/disables the stealth mode.
|
|
Alt + 4-th mouse button reloads the weapon.
|
|
Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ALT_AIMING_ENABLED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: FALSE
|
|
Alternative aiming-levels for targets.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="USE_AIMED_BURST" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: FALSE
|
|
The merc can now perform aimed burst fire and aimed auto fire.
|
|
Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel.
|
|
ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="AIMING_BURST_PENALTY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: 2
|
|
The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire.
|
|
2 is an optimal recommended value.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: TRUE
|
|
Disable visibility of enemy, if they see militia but don't see our mercs.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ALLOW_WEAR_SUPPRESSOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: FALSE
|
|
Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to make it lower for silencer and to make it higher for suppressor.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ALLOW_LAZY_CIVILIANS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: FALSE
|
|
Unnamed civils don't make much actions when you fire. For faster civils turns.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CHANCE_SAY_ANNOYING_PHRASE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: 100
|
|
Chance to say annoying phrase.
|
|
1. when merc see item.
|
|
2. when battle turns to real time
|
|
3. when merc see enemy
|
|
4. approve action</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="NEW_AI_TACTICAL" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Default: FALSE
|
|
Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles) he turn on RED ALERT alarm.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SHOT_HEAD_PENALTY" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="0.5">
|
|
<Description_ENG>Default: 3
|
|
Penalty (in %) on tile when you shot in head (for enemy and mercs).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SHOT_HEAD_DIVISOR" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="0.5">
|
|
<Description_ENG>Default: 2
|
|
Modifer of damage when hit in head (for enemy and mercs).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SHOOT_UNSEEN_PENALTY" datatype="decimal" minvalue="0" maxvalue="100" defaultvalue="0" interval="0.5">
|
|
<Description_ENG>Default: 0
|
|
Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Difficulty Settings">
|
|
<Description_ENG>In this section you can adjust game-difficulty in TACTICAL mode (combat).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="ENEMY_AP_BONUS_NOVICE" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
|
<Description_ENG>This gives bonus APs for enemy soldiers in NOVICE difficulty.
|
|
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_AP_BONUS_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
|
<Description_ENG>This gives bonus APs for enemy soldiers in EXPERIENCED difficulty.
|
|
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_AP_BONUS_EXPERT" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
|
<Description_ENG>This gives bonus APs for enemy soldiers in EXPERT difficulty.
|
|
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_AP_BONUS_INSANE" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
|
<Description_ENG>This gives bonus APs for enemy soldiers in INSANE difficulty.
|
|
Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="PLAYER_AP_BONUS" datatype="numeric" minvalue="0" maxvalue="40" defaultvalue="0" interval="1">
|
|
<Description_ENG>This gives bonus APs for the player's merc.
|
|
Works almost exactly like the enemy AP bonus.
|
|
Do not set this higher than 50.
|
|
</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ADMIN_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enemy CtH bonus - Admins
|
|
This setting determines percentual multiplier of enemy Chance To Hit with guns or in close combat.
|
|
"0" means 'no change', 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
|
|
current shot, he has 60% instead).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enemy CtH bonus - Regulars
|
|
This setting determines percentual multiplier of enemy Chance To Hit with guns or in close combat.
|
|
"0" means 'no change', 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
|
|
current shot, he has 60% instead).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ELITE_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="10" interval="1">
|
|
<Description_ENG>Enemy CtH bonus - Elite
|
|
This setting determines percentual multiplier of enemy Chance To Hit with guns or in close combat.
|
|
"0" means 'no change', 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
|
|
current shot, he has 60% instead).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ADMIN_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enemy damage resistance bonus - Admins
|
|
This setting allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
|
|
punches will be reduced by as many percent as you set here.
|
|
The setting also reduce the breath (aka energy) damage inflicted.
|
|
The setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enemy damage resistance bonus - Regulars
|
|
This setting allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
|
|
punches will be reduced by as many percent as you set here.
|
|
The setting also reduce the breath (aka energy) damage inflicted.
|
|
The setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ELITE_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enemy damage resistance bonus - Elite
|
|
This setting allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
|
|
punches will be reduced by as many percent as you set here.
|
|
The setting also reduce the breath (aka energy) damage inflicted.
|
|
The setting can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ASSIGN_SKILL_TRAITS_TO_ENEMY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This option determines if the game skill traits should also be available to enemies.
|
|
|
|
The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
|
|
with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
|
|
The actual chance the enemies/militia will gain a skill trait is based on:
|
|
1) Type of soldier (admin/regular/elite)
|
|
2) Current game progress
|
|
3) Special equipment (for certain traits only)
|
|
4) ASSIGNED_SKILL_TRAITS_RARITY setting
|
|
5) Random factor
|
|
|
|
Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
|
|
will be more efficient with their weapons</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ASSIGN_SKILL_TRAITS_TO_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This option determines if the game skill traits should also be available to militia.
|
|
|
|
The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
|
|
with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
|
|
The actual chance the enemies/militia will gain a skill trait is based on:
|
|
1) Type of soldier (admin/regular/elite)
|
|
2) Current game progress
|
|
3) Special equipment (for certain traits only)
|
|
4) ASSIGNED_SKILL_TRAITS_RARITY setting
|
|
5) Random factor
|
|
|
|
Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
|
|
will be more efficient with their weapons</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ASSIGNED_SKILL_TRAITS_RARITY" datatype="numeric" minvalue="-100" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
|
|
You can enter values from -100 to 100.
|
|
Negative values represent lesser chance of assigning traits to non-merc soldiers.
|
|
Possitive values represent bigger chance for traits to appear.
|
|
Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_DROP_EQUIPMENT" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
|
<Description_ENG>Can Militia drop equipment when they die?
|
|
Please note that the "Drop All" in-game option works the same on militia as it does on enemies.
|
|
0 = Militia cannot drop equipment when they die, ever (JA2 default).
|
|
1 = Militia may drop equipment, but only if killed by anyone OTHER than the player-characters.
|
|
2 = Militia may drop equipment when killed by anyone.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Определяет, должно ли выпадать воворужение из ополчения.
|
|
0 = не дропается.
|
|
1 = Дропается,е сли убит врагом.
|
|
2 = Дропается всегда.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="HEALTH_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Health goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
|
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Lebensenergie um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его здоровье повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STRENGTH_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Strength goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
|
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Stärke um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его сила повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DEXTERITY_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Dexterity goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
|
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Geschicklichkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его ловкость повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AGILITY_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Agility goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.
|
|
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Beweglichkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его проворность- повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="WISDOM_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Wisdom goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um sein Wissen um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его мудрость повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MARKSMANSHIP_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Markmenship goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Zielgenauigkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его меткость повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MEDICAL_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Medical goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Medizienfähigkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его медицина повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MECHANICAL_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Mechanical goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine handwerkliche Fähigkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его механика повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EXPLOSIVES_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Explosives goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Explosionsfähigkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его взрывные работы повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="LEADERSHIP_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire before his Leadership goes up one point.
|
|
Double the value, and progression will become twice as slow. Halve the value, you'll gain points twice as fast.</Description_ENG>
|
|
<Description_GER>Dies legt fest, wieviele "Sub-Punkte" ein Charakter benötigt, um seine Führungsfähigkeit um einen Punkt zu steigern.</Description_GER>
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж, прежде чем его лидерство повысится на 1</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="LEVEL_SUBPOINTS_TO_IMPROVE" datatype="numeric" minvalue="0" maxvalue="6500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many total "sub-points" a character must acquire (in any skill/attribute), before his Experience Level goes up one point.
|
|
This value only determines the number of sub-points required to go from Experience Level 1 to Level 2. As Experience Level increases, the number of sub-points you must accumulate is multiplied.
|
|
EXAMPLE: If X is the value you set here, then:
|
|
To go from EXPLevel 1 to EXPLevel 2, you need X sub-points.
|
|
To go from EXPLevel 2 to EXPLevel 3, you need X*2 sub-points.
|
|
To go from EXPLevel 3 to EXPLevel 4, you need X*3 sub-points.
|
|
And so on.
|
|
Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Определяет, как много подпунктов должен получить персонаж (в любых умениях/параметрах) , прежде чем его уровень повысится на 1. Устанавливаемое число - множитель. Для каждого следующего уровня количество подпунктов увеличивается в арифметической прогресии.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, this will remove the "equipment level" bonus given to Redshirts and Blackshirts, making them less likely to carry advanced weapons.
|
|
It also reduces the importance of distance from Sector P3 on choosing equipment for enemies.
|
|
In general, this makes all enemies carry weapons that are more or less suitable for your current "Game Progress".
|
|
This can be switched in the middle of your campagin, but will break weapon balance in such case.
|
|
It is better to change this before starting a new game.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_REAL_TIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Real-Time Mode: Allows the player to stay in real time while unnoticed by the enemy.
|
|
While observing enemies in real time, the player may enter turn-based at will.
|
|
Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, inactive if RT sneaking is disabled.
|
|
Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real-time, turn-based will continue until the player no longer sees any enemies.
|
|
</Description_ENG>
|
|
<Description_GER>Real-Time Mode: Allows the player to stay in real time while unnoticed by the enemy.
|
|
While observing enemies in real time, the player may enter turn-based at will.
|
|
Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen, inactive if RT sneaking is disabled.
|
|
Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy. Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real-time, turn-based will continue until the player no longer sees any enemies.
|
|
</Description_GER>
|
|
<Description_RUS>Real-Time Mode: Позволяет оставаться в реал-тайме до тех пор, пока противник не заметил вас.
|
|
Когда игрок видит врага он может войти в пошаговый режим.
|
|
Ctrl-x: Переход в пошаговый режим, если есть видимые противники. Не работает, если нет видимых врагов, неактивен, если RT sneaking отключен.
|
|
Shift-Ctrl-x: Переключает real-time sneaking mode. Переводит в пошаговый режим, если игрок может видеть врагов. Переключение назад в пошаговом режиме НЕ возвращает игркоа в реал-тайм, пока в поле зрения находится хоть один враг, даже если он вас не видит.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="QUIET_REAL_TIME_SNEAK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Disables certain potentially-annoying messages while in Real-Time Sneaking mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REINFORCEMENTS_ARRIVE_WITH_ZERO_AP" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>This feature controls reinforcements that appear on the map edge during tactical combat.
|
|
If set to TRUE, those reinforcements will arrive with 0 APs, meaning that they can't act on their first turn (but CAN be shot at!). This makes reinforcements less murderous. You can set this so that it affects enemies, militia, or both.
|
|
0 = Disabled (JA2 default).
|
|
1 = All reinforcements (militia and enemy) arrive with 0 APs.
|
|
2 = Only Enemy reinforcements arrive with 0 APs.
|
|
3 = Only Militia reinforcements arrive with 0 APs.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="MILITIA_CAN_PLACE_FLAGS_ON_MINES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, militia will place blue flags on landmines whenever they spot them, so that no one else will accidentally step on that mine.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Enable a chance of ambushes by enemy forces in non-city sectors, on INSANE difficulty & game progress > 25% & enemy outnumbers the player.
|
|
This behaves the same as Bloodcat Ambushes: The mercs are placed in the center of the map, with enemies (bloodcats) closing in from all sides.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CAN_TRUE_CIVILIANS_BECOME_HOSTILE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If TRUE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if they are killed.
|
|
Use this to prevent situations where hurting a civilian forces you to kill all of them!
|
|
|
|
Note that as far as the game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CAN_MILITIA_BECOME_HOSTILE" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
|
<Description_ENG>This determines the conditions in which Militia become hostile to you.
|
|
0 = Militie never become hostile, even if you kill them.
|
|
1 = Militia become hostile if one is killed.
|
|
2 = Militia become hostile if attacked (JA2 default).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Mercs offensive strength during autoresolve.
|
|
With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
|
|
likely deal a hit and make larger damage to enemy soldiers. This setting partially simulates the fact, that mercs controlled by the player
|
|
would be much more capable of surviving and killing.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Mercs defensive strength during autoresolve.
|
|
With this setting you can make mercs more effective in autoresolve combats. By increasing the defense, the mercs will not likely be hit
|
|
and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
|
|
would be much more capable of surviving and killing.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ENABLE_CHANCE_OF_ENEMY_AMBUSHES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enemy Ambushes
|
|
This setting allows a chance an enemy group ambushes player's squad.
|
|
The chance is based on many factors:
|
|
* Game difficulty.
|
|
* Whether you know if the enemy is there or not.
|
|
* How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
|
|
* Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
|
|
mean higher chance).
|
|
* Highest level amongst the mercs in your squad.
|
|
* Some other small circumstances.
|
|
* Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
|
|
|
|
If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
|
|
If you like to play vanilla JA2 style, set this to FALSE.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ENEMY_AMBUSHES_CHANCE_MODIFIER" datatype="numeric" minvalue="-100" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>With this setting, you can make the chance for enemy ambushes bigger (by positive value) or smaller (by negative)
|
|
(Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SPECIAL_NPCS_STRONGER" datatype="numeric" minvalue="0" maxvalue="200" defaultvalue="0" interval="1">
|
|
<Description_ENG>This option can bring a little role-play to the game, so if you encounter those special characters, you actually "feel" they
|
|
are special.
|
|
The setting can be from 0 to 200. (100 is recommended for good effect.)</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Vision Settings">
|
|
<Description_ENG>In this section you can adjust sight-range and other sight-related settings.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="BASE_SIGHT_RANGE" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>Base sight range for every person in the game. This value is automatically multiplied by 2!</Description_ENG>
|
|
<Description_GER>Der Basissichtradius für jeden Charakter im Spiel.
|
|
Dieser Wert wird in Tiles berechnet, ein Tile sind 2 Felder im Spiel.
|
|
</Description_GER>
|
|
<Description_RUS>Базовая дальность видения для всех в игре</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_TUNNEL_VISION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides.
|
|
Some scopes and headgear may make vision even narrower.
|
|
If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear).
|
|
</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Tooltip Settings">
|
|
<Description_ENG>In this section you can adjust game-difficulty in TACTICAL mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DETAIL_LEVEL" datatype="numeric" minvalue="0" maxvalue="4" defaultvalue="0" interval="1">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
This value indicates the minimum amount of information that soldier tooltips will display.
|
|
|
|
1 = Limited: Are the enemies wearing any armor (but not where), general type of weapon (but no mention of attachments), do they have a gas mask or NVG.
|
|
2 = Basic: Do the enemies wear a helmet, or a vest, or pants, general type of weapon and visible weapon attachments, do they have a gas mask or NVG.
|
|
3 = Full: Includes exact types of armor, model of weapon and all attachments, and type of NVG.
|
|
4 = Debug: Same information than Full, but also includes APs, Health, and other info for modders.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Dieser Wert spiegelt die Mindestmenge an Informationen wieder, die durch Feindtooltips angezeigt werden.
|
|
|
|
1 = Begrenzt: Ob der Feind Körperschutz trägt (aber nicht wo), genereller Waffentypus (ohne Anbauten zu erwähnen), trägt der Feind eine Gasmaske oder ein Nachtsichtgerät.
|
|
2 = Normal: Trägt der Feind Körperschutz und welchen (Helm/Rüstung/Leggins), genereller Waffentypus und sichtbare Anbauten, trägt der Feind eine Gasmaske oder ein Nachtsichtgerät.
|
|
3 = Komplett: Beinhaltet exakten Typ des Körperschutzes, Modell der Waffe, sowie alle Anbauten und den Typ des Nachtsichtgeräts.
|
|
4 = Debug: Es sind dieselben Informationen wie im Komplettmodus verfügbar, hinzu kommen APs, Lebensenergie und weitere Informationen für Modder.</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Это значение указывает, какой объем информации можно увидеть в подсказке.
|
|
|
|
1 = Ограниченный: Что одето на противнике, общий тип оружия в руках, наличие противогаза/очков.
|
|
2 = Базовый: Показывает наличие шлема/броника/поножей, оружие с видимыми атачами, наличие противогаза/прибора ночного видения.
|
|
3 = Полный: Показывает всю броню, полную информацию об оружии со всеми атачами, наличие и тип прибора ночного видения.
|
|
4 = Debug: Полная информация , включающая АР и здоровье. Для моддеров.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DYNAMIC_SOLDIER_TOOLTIPS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips only be available, if the enemy is in line of sight of the current selected merc?
|
|
|
|
If you have not choosen Full or Debug tooltip level (SOLDIER_TOOLTIP_DETAIL_LEVEL), tooltips will only be displayed on the enemy, if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips nur dann verfügbar sein, wenn der Gegner sich in direkter Sichtline des gewählten Söldners befindet?
|
|
|
|
Falls Sie nicht den Modus Komplett oder Debug im SOLDIER_TOOLTIP_DETAIL_LEVEL gewählt haben, werden Tooltips nur dann angezeigt, wenn der Feind in direkter Sichtline des gewählten Söldners und nicht weiter als BASE_SIGHT_RANGE vom ihm entfernt steht.</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Делает подсказку доступной, только если противник находится в поле зрения выбранного мерка
|
|
|
|
Если вы не выбрали Полный или Debug уровень подсказки (SOLDIER_TOOLTIP_DETAIL_LEVEL), подсказка будет видна только для противников, только если они не далее 13 тайтлов и находятся в поле зрения выбранного мерка.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_LOCATION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the location?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Position anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке локацию</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the brightness?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Helligkeit anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке освещение (яркость)</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the range to target?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Entfernung zum Ziel anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке дальность до цели</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_ID" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the id?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die ID anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке id</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_ORDERS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the orders?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Befehle anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке приказы</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_ATTITUDE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the attitude?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Einstellung anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке отношения</Description_RUS>
|
|
</Property>
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the APs?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die APs anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке APs</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_HEALTH" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the health?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Lebensenergie anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке здоровье</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_TRAITS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the traits?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptionen aktiviert werden.
|
|
Sollen die Tooltips die Fertigkeiten anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_HELMET" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the head items?
|
|
|
|
Set SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST and SOLDIER_TOOLTIP_DISPLAY_LEGGINGS to FALSE (all 3) to prevent the display of the armor line.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den Kopfschutz anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке шлемы
|
|
|
|
Установите SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST и SOLDIER_TOOLTIP_DISPLAY_LEGGINGS в FALSE (все 3) для предотвращения показа брони.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_VEST" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the vest items?
|
|
|
|
Set SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST and SOLDIER_TOOLTIP_DISPLAY_LEGGINGS to FALSE (all 3) to prevent the display of the armor line.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Weste anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке броники
|
|
|
|
Установите SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST и SOLDIER_TOOLTIP_DISPLAY_LEGGINGS в FALSE (все 3) для предотвращения показа брони.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_LEGGINGS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the leg items?
|
|
|
|
Set SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST and SOLDIER_TOOLTIP_DISPLAY_LEGGINGS to FALSE (all 3) to prevent the display of the armor line.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den Beinschutz anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке поножи
|
|
|
|
Установите SOLDIER_TOOLTIP_DISPLAY_HELMET, SOLDIER_TOOLTIP_DISPLAY_VEST и SOLDIER_TOOLTIP_DISPLAY_LEGGINGS в FALSE (все 3) для предотвращения показа брони.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the head slot 1 items?
|
|
|
|
Set SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 and SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 to FALSE to prevent the display of the NVG and gas mask lines.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den Kopfslot 1 anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предметы, одетые в 1 слот головы
|
|
|
|
Установите SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 и SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 в FALSE (все 3) для предотвращения показа линейки NVG и противогазов.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the head slot 2 items?
|
|
|
|
Set SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 and SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 to FALSE to prevent the display of the NVG and gas mask lines.</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den Kopfslot 2 anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предметы, одетые во 2 слот головы
|
|
|
|
Установите SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 и SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 в FALSE (все 3) для предотвращения показа линейки NVG и противогазов.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_WEAPON" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the weapon item?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Waffe anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке оружие</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_OFF_HAND" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the off hand item?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips die Nebenhand anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предметы в руках</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 1 item?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 1 anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет в 1 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 2 item?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 2 anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет во 2 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 3 item?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 3 anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет в 3 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 4 item?</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 4 anzeigen?</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет в 4 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 5 item?
|
|
</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 5 anzeigen?
|
|
</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет в 5 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 6 item?
|
|
</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 6 anzeigen?
|
|
</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет в 6 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>To use this option, tooltips must be enabled in the game options screen.
|
|
Should the tooltips display the big slot 7 item?
|
|
</Description_ENG>
|
|
<Description_GER>Um diese Funktion zu nutzen, muss Tooltips anzeigen in den Spieloptinen aktiviert werden.
|
|
Sollen die Tooltips den großen Slot 7 anzeigen?
|
|
</Description_GER>
|
|
<Description_RUS>To use this option, tooltips must be enabled in the game options screen.
|
|
Позволяет показывать в подсказке предмет в 7 большом слоте</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_DYNAMIC_TOOLTIP_RANGE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the range at which tooltips are allowed is dynamic.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DYNAMIC_TOOLTIP_RANGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="5">
|
|
<Description_ENG>If ALLOW_DYNAMIC_TOOLTIP_RANGE is set to TRUE, this value determines the distance (compared to sight-range) at which tooltips are allowed.
|
|
100 = Tooltips are allowed at normal sight-range.
|
|
50 = (Default) Tooltips are allowed at half sight-range.
|
|
etc.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the amount of information shown by the tooltips increases gradually as you get closer to your target.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
|
|
<Section name="Tactical Gameplay Settings">
|
|
<Description_ENG>The settings in this section alter the rules of the TACTICAL game, equally for enemies and mercs.
|
|
They have the potential to radically change the WAY THE GAME IS PLAYED, rather than simply changing the actual difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="MAXIMUM_POSSIBLE_CTH" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the maximum possible "Chance to Hit" with any shot.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Устанавливает максимальный возможный "шанс на попадание"</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MINIMUM_POSSIBLE_CTH" datatype="numeric" minvalue="0" maxvalue="99" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the minimum possible "Chance to Hit" with any shot.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Устанавливает минимальный возможный "шанс на попадание"</Description_RUS>
|
|
</Property>
|
|
<Property name="MINIMUM_CTH_DIVISOR" datatype="numeric" minvalue="1" maxvalue="30000" defaultvalue="0" interval="1">
|
|
<Description_ENG>Use this to set the minimum CTH of any shot to a value between 0 and 1. "MINIMUM_POSSIBLE_CTH" must be set to 0 for this to work.
|
|
The minimum CTH is: 1 in every (x*100) bullets, where X is the value you set here.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REALISTIC_TRACERS" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the behaviour of the new Tracer Bullet system.
|
|
0 = JA2 1.13 Default. Tracer magazines reduce the gun's auto/burst penalty. Every bullet in a Tracer magazine causes a lightpath.
|
|
1 = Realistic Tracers. Only specific bullets in the magazine will show a lightpath, and they will "bump" the Chance-to-Hit up for all subsequent bullets in the same attack. Loading the tracer magazine into the gun does NOT reduce its burst/auto penalty.
|
|
2 = Semi-Realistic Tracers. Same as option #1, but the tracer magazine also reduces the gun's auto/burst penalty.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Устанавливает поведение новой системы трассеров.
|
|
0 = ja2 1.13. По умолчанию - трассеры уменьшают штраф за стрельбу очередями.
|
|
1 = Реалистичные трассеры. Только отдельные патроны в магазине являются трассерами, они увеличивают шанс на попадание в последующих атаках, но не уменьшают штраф на стрельбу очередями.
|
|
2 = Полу-реалистичные трассеры. И то и другое.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_BULLETS_PER_TRACER" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determine the ratio between tracer bullets and normal bullets, in a Tracer Magazine. The ratio is 1 tracer to every X normals, where X is the value you set here.
|
|
Requires REALISTIC_TRACERS to be set to 1 or 2.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Определяет частоту трассеров в магазине. </Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_BUMP_PER_TRACER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the "Chance-to-Hit" bonus that a tracer bullet bestows on ALL other bullets that follow it, in a single autofire volley.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Устанавливает бонус к шансу на попадание для ВСЕХ последующих пуль в отдельной очереди.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_RANGE_FOR_TRACER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determine the effect of range to target on calculating how high your CTH can go above its original value when using tracer ammo. Increase this value to make tracers less useful at long range. Decrease to make tracers more useful at long range.
|
|
0 = Tracers can increase CTH indefinitely. The more you fire, the more accurate you are.
|
|
3 = HAM Default. At a range of about 30 tiles, tracers can only increase your CTH back to its original value.
|
|
See also REALISTIC_TRACERS.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="INCREASE_AIMING_COSTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, adding Extra Aiming to a single shot costs more APs than normal. The extra cost is based on the type of scope (if any) you are using, and the number of "aiming levels" you want to add.
|
|
If set to FALSE, the game defaults to 4AP normal, 6AP with a Battle Scope (7x), and 8AP with a Sniper Scope (10x).
|
|
Both can be completely toggled off using the in-game Options Menu. In that case, all aiming levels cost 4AP.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_EXTRA_AIM_LEVELS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="1" interval="1">
|
|
<Description_ENG>Basic setting to allow more than 4 aiming clicks for any gun</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="FIRST_AIM_READY_COST_DIVISOR" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>When INCREASE_AIMING_COSTS = TRUE, this setting determines what fraction of your gun's "Ready Time" must be paid whenever you want to take an aimed shot. This setting is a divisor, so the amount of APs you must pay equals READY TIME / X, where X is the value you set here.
|
|
0 = No extra aiming charge based on ready time.
|
|
1 = Pay the full ready time for every aimed shot.
|
|
2 = Pay half the ready time for every aimed shot.
|
|
And so on. Please note: results are rounded down.
|
|
The actual costs for each level are defined in APBPConstants.INI.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="AUTOFIRE_TOHIT_BONUS_MULTIPLIER" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value.
|
|
Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla style).
|
|
This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result in the weapons AutoPenalty being reduced by 15% per round fired.
|
|
If you set this value to 0, you use the Vanilla system which results in a flat -2CTH against only the first rounds penalty.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DYNAMIC_AIMING_LIMITS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>When set to TRUE, the number of "extra aiming levels" possible is determined by the weapon type, scope type, and whether or not a bipod is being used.
|
|
In general, pistols allow no more than 2 extra aiming levels. Only scoped sniper rifles with a bipod in prone stance allow 8 aiming levels!
|
|
Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AIM_LEVELS_DEPEND_ON_DISTANCE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to "TRUE", the AIM Levels you can spend depends on the distance.
|
|
If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>From what aiming bonus a scope is considered very high power (Sniper Scope 10x).
|
|
|
|
This value determines to what group a scope belongs to.
|
|
Scopes are separated in groups by the aimbonus they give per click.
|
|
|
|
With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
|
|
"Very High Power" scopes will get a maximum of 8 aimclicks.
|
|
The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
|
|
High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position.
|
|
You don't need to change this unless you change the aiming bonus that scopes give.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="HIGH_POWER_SCOPE_AIM_THRESHOLD" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>From what aiming bonus a scope is considered high power (Battle Scope 7x).
|
|
|
|
This value determines to what group a scope belongs to.
|
|
Scopes are separated in groups by the aimbonus they give per click.
|
|
|
|
With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
|
|
"High Power" scopes get a maxium of 7 aimclicks.
|
|
The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
|
|
High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position.
|
|
You don't need to change this unless you change the aiming bonus that scopes give.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MEDIUM_POWER_SCOPE_AIM_THRESHOLD" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>From what aiming bonus a scope is considered medium power (ACOG 10x).
|
|
|
|
This value determines to what group a scope belongs to.
|
|
Scopes are separated in groups by the aimbonus they give per click.
|
|
|
|
With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
|
|
"Medium Power" scopes get a maxium of 6 aimclicks.
|
|
The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
|
|
You don't need to change this unless you change the aiming bonus that scopes give.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_PENALTY_FOR_TARGET_MOVEMENT" datatype="decimal" minvalue="0" maxvalue="255" defaultvalue="0" interval="0.5">
|
|
<Description_ENG>How much Change to hit (CTH) is lost when firing at a target, for each tile the target has moved so far?</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_CTH_PENALTY_FOR_MOVING_TARGET" datatype="numeric" minvalue="0" maxvalue="300" defaultvalue="0" interval="1">
|
|
<Description_ENG>How much Change to hit (CTH) can be lost in total due to the movement of your target?</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CHANCE_BLINDED_BY_HEADSHOT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This feature adds a certain chance that a critical headshot will also render the target blind for several turns. The chance is a percentage (of 100).
|
|
Please note that the number of blindness turns is based on the damage done by the shot, at a rate of 1 turn of blindness per 10 damage points.
|
|
0 = Disabled.
|
|
50 = About half of all critical headshots will cause blindness.
|
|
100 = Every critical headshot causes blindness.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CRITICAL_LEGSHOT_CAUSES_AP_LOSS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, any character who is hit in the legs and knocked down will lose an additional number of APs, based on how much damage was done by the attack. Use the APBPConstants.INI value called "AP_LOSS_PER_LEGSHOT_DAMAGE" to determine how many APs are lost per 1 damage point.
|
|
Please note that leg damage is usually very low (4-8 points is common) even when it does cause knock-downs.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CAN_JUMP_THROUGH_WINDOWS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, your mercs can jump through open windows by pressing 'j'.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CAN_CLIMB_ON_WALLS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, your mercs can climb on walls (that have 2 floors like buildings) by pressing 'j'.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="INDIVIDUAL_HIDDEN_PERSON_NAMES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, you can set which person names should be hidden in Tactical in the file 'TableData\HiddenNames.xml'.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="INDIVIDUAL_ENEMY_NAMES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
|
|
If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="INDIVIDUAL_ENEMY_RANK" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
|
|
If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="INDIVIDUAL_CIVILIAN_NAMES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="CAMO_REMOVING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="1" interval="1">
|
|
<Description_ENG>If this is set to TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
|
|
rags to completely erase the camo.
|
|
This is important for Camouflaged/Ranger traits.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ENHANCED_CLOSE_COMBAT_SYSTEM" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Enhanced Close Combat System
|
|
|
|
This option generally improves many things around the game's close combat system, like:
|
|
|
|
* HtH hit to head deal more damage but has lesser chance to hit.
|
|
* HtH hit to legs do half damage but has much better chance to hit.
|
|
* HtH damage on lying enemies increased.
|
|
* HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased.
|
|
* Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists
|
|
perform their spinning kick then.
|
|
* Attributes used for HtH attacks or stealing slightly tweaked.
|
|
* Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..)
|
|
* Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now
|
|
based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to
|
|
take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a
|
|
message occures that you haven't taken all you wanted.
|
|
* Several minor tweaks included.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS" datatype="numeric" minvalue="0" maxvalue="5000" defaultvalue="0" interval="1">
|
|
<Description_ENG>When you complete any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
|
|
experience points. This amount is counted as 'quest difficulty' * 'the value set here'. Setting this to zero
|
|
will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing.
|
|
|
|
( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice
|
|
for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks,
|
|
Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort
|
|
Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! )</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SOLDIERS_ALWAYS_WEAR_ANY_ARMOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings.
|
|
True = enabled, they always have all three items.
|
|
False = disabled, classic behaviour.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="USE_NCTH" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>This turns on the New CTH (Chance to Hit) system.
|
|
Set it to TRUE and the chance to hit methods you're familiar with will be ignored in favor of a brand new system.
|
|
There are dozens of new, externalized modifiers used by the NCTH system and they can all be modified in the new CTHConstants.INI file.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Cover System Settings">
|
|
<Description_ENG>These settings change the behavior of the new Cover Display System.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="COVER_SYSTEM_STEALTH_TRAIT_VALUE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.</Description_ENG>
|
|
<Description_GER>For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.</Description_GER>
|
|
<Description_RUS>For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_STEALTH_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This tell how much a stealth value of 100 will decrese the sight range of an enemy (in percentage).
|
|
50% means that at 100 stealth level you have reduced the enemies sight range by 50%.</Description_ENG>
|
|
<Description_GER>This tell how much a stealth value of 100 will decrese the sight range of an enemy (in percentage).
|
|
50% means that at 100 stealth level you have reduced the enemies sight range by 50%.</Description_GER>
|
|
<Description_RUS>This tell how much a stealth value of 100 will decrese the sight range of an enemy (in percentage).
|
|
50% means that at 100 stealth level you have reduced the enemies sight range by 50%.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is similar to the STEALTH_EFFECTIVENESS, 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.</Description_ENG>
|
|
<Description_GER>This is similar to the STEALTH_EFFECTIVENESS, 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.</Description_GER>
|
|
<Description_RUS>This is similar to the STEALTH_EFFECTIVENESS, 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_STANCE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.</Description_ENG>
|
|
<Description_GER>How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.</Description_GER>
|
|
<Description_RUS>How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_LBE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.</Description_ENG>
|
|
<Description_GER>Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.</Description_GER>
|
|
<Description_RUS>Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle, one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_MOVEMENT_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Running around crazy will give you a penalty of up to 50% (default).</Description_ENG>
|
|
<Description_GER>Running around crazy will give you a penalty of up to 50% (default).</Description_GER>
|
|
<Description_RUS>Running around crazy will give you a penalty of up to 50% (default).</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_TREE_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The cover system automaticly calculates how dense an object it.
|
|
This will tell you how much percent of vision should be decreased if the object is 100% dense, and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full).
|
|
If you put it to a realistic setting, where solid stuff always blocks enemy views, view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS>The cover system automaticly calculates how dense an object it.
|
|
This will tell you how much percent of vision should be decreased if the object is 100% dense, and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full).
|
|
If you put it to a realistic setting, where solid stuff always blocks enemy views, view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="COVER_SYSTEM_UPDATE_DELAY" datatype="numeric" minvalue="-1" maxvalue="10000" defaultvalue="0" interval="100">
|
|
<Description_ENG>If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
|
|
The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
|
|
</Description_ENG>
|
|
<Description_GER>If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
|
|
The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.</Description_GER>
|
|
<Description_RUS>If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
|
|
The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.</Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Suppression Fire Settings">
|
|
<Description_ENG>These settings activate and control the HAM Suppression Fire system. With this system activated, bullets can cause a target to lose APs even if they don't hit. Depending on your settings, they can also cause the target to become useless in a firefight, but also harder to hit!
|
|
The idea, in battle, is to suck out an enemy's APs so that he/she can't move at all during their next turn! This can also happen to your mercs, which necessitates using completely different tactics than in "vanilla" 1.13.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="SUPPRESSION_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>Sets the overall power of suppression-fire. Basically determines how much AP loss is caused by suppression fire, which affects everything else as well.
|
|
This is a percentage value.
|
|
0 = Suppression is completely disabled.
|
|
100 = Full effectiveness.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Устанавливает эффективность подавления в процентах.
|
|
0 = Подавление полностью отключено.
|
|
100 = Полностью эффективно.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SUPPRESSION_TOLERANCE_MAX" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Maximum Suppression Tolerance value a character can have. Suppression Tolerance helps resist the effects of suppression.
|
|
A high value here may allow some characters to become very resistant to suppression!
|
|
NOTE: You'll cause problems if you set SUPPRESSION_TOLERANCE_MIN to a value greater then SUPPRESSION_TOLERANCE_MAX.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SUPPRESSION_TOLERANCE_MIN" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Minimum Suppression Tolerance value a character can have.
|
|
A low value here may allow some low-level characters to get "pinned down" by just a few bullets flying their way.
|
|
NOTE: You'll cause problems if you set SUPPRESSION_TOLERANCE_MIN to a value greater then SUPPRESSION_TOLERANCE_MAX.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NEARBY_FRIENDLIES_AFFECT_TOLERANCE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When set to TRUE, a character's Suppression Tolerance will affected by the condition and leadership skill of nearby friendly combatants. High-leadership and/or high-level friendlies that are close enough will increase a character's tolerance, while nearby dead friendlies will reduce tolerance.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="TILES_MOVED_PER_BONUS_TOLERANCE_POINT" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines how many tiles a character must move per +1 tolerance bonus.
|
|
0 = No tolerance bonus from movement.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="SUPPRESSION_SHOCK_INTENSITY" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This controls how much Suppression Shock is taken when under fire.
|
|
100 is the "normal" effect.
|
|
Range is 0 (no suppression shock) to 65535 (65535% effect).
|
|
200 is a LOT.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_SUPPRESSION_SHOCK" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the absolute maximum number of shock points a character may have.
|
|
(Shock negatively affects accuracy, but makes the character harder to hit)
|
|
SUPPRESSION_SHOCK_EFFECTIVENESS must be set above 0 for this to have any effect.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_PENALTY_PER_TARGET_SHOCK" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>When a character is shooting at a SHOCKED target, he/she loses CTH proportionally to how shocked the target is.
|
|
The formula is: CTH LOST = Target Shock Points * X, where X is the value of this setting.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_CTH_PENALTY_FOR_TARGET_SHOCK" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The maximum possible CTH you can lose when shooting at a Shocked target.
|
|
See also CTH_PENALTY_PER_TARGET_SHOCK.
|
|
0 = No limit!.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>When shooting at a Prone, Shocked target, this value divides the shooter's CTH penalty.
|
|
1 = Full penalty!
|
|
2 = Half penalty.
|
|
And so on.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>When shooting at the HEAD of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
|
1 = Full penalty!
|
|
2 = Half penalty.
|
|
And so on.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>When shooting at the TORSO of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
|
1 = Full penalty!
|
|
2 = Half penalty.
|
|
And so on.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>When shooting at the LEGS of a Crouched, Shocked target, this value divides the shooter's CTH penalty.
|
|
1 = Full penalty!
|
|
2 = Half penalty.
|
|
And so on.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY" datatype="numeric" minvalue="10" maxvalue="6000" defaultvalue="0" interval="1">
|
|
<Description_ENG>The range (in METERS) at which a shooter receives the full penalty for firing at a Shocked target. As you get closer than this, the penalty gradually diminishes.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Расстояние в метрах, на котором стрелок получает полное пенальти при стрельбе по укрывшейся цели.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_CTH_PENALTY_FROM_SHOCK" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>A Shocked character loses some accuracy on any ranged attack (proportional to his current Shock level). This is the absolute maximum CTH you can lose from this effect.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SHOCK_REDUCES_SIGHTRANGE" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, this feature causes "Shocked" characters to lose some or all of their sight, based on exactly how much suppression shock they've accumulated. You can set them to lose sightrange, gain tunnel vision, or both.
|
|
At full shock, the character will be next to blind until those shock points dissipate.
|
|
0 = Disabled.
|
|
2 = Shocked characters lose sight-range.
|
|
3 = Shocked characters get tunnel-vision.
|
|
1 = Shocked characters lose sightrange AND get tunnel-vision.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE" datatype="numeric" minvalue="0" maxvalue="24" defaultvalue="0" interval="1">
|
|
<Description_ENG>When characters reach a certain level of Suppression Shock, they are considered "Cowering". When this happens, they become even less resistant to suppression fire!
|
|
This value determines how many Tolerance points are lost when a character is Cowering.
|
|
0 = Disable this effect.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="INCREASE_AI_WILLINGNESS_TO_SUPPRESS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Set this to TRUE to make AI characters more likely to use autofire, both within eyesight and from far away. Also decreases the chance of enemies running away from battle.
|
|
NOTE: This is not a recommended setting unless you've activated HAM's Suppression Fire system.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>При включении AI чаще использует автоматический огонь, в том числе издалека и не в прямой видимости. Также увеличивается шанс сбегания противника из боя. Не рекомендуется включать, если вы используете HAM's Suppression Fire system</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EXPLOSIVE_SUPPRESSION_EFFECTIVENESS" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>When this is set above 0, all blast-type explosives (Grenades, bombs, flashbangs, anything that has a blast effect) will cause suppression. This value controls how effective that suppression is, by percentage.
|
|
0 = JA2 Default. No suppression from explosives.
|
|
100 = Full Explosive Suppression.
|
|
Note that suppression acts a little BEYOND the blast-radius!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="NOTIFY_WHEN_PINNED_DOWN" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Suppression fire can suck out a character's APs so badly, that they start losing APs off their NEXT TURN.
|
|
When this setting is TRUE, a message will appear whenever a character lost his entire AP supply for the next turn (usually this happens at -80 AP).
|
|
Such a character will be unable to move or perform any action during his next turn, making it safer to approach and kill that character.
|
|
The message displayed is "X is Pinned Down!" where X is the name of the character.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="MIN_DISTANCE_FRIENDLY_SUPPRESSION" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines the maximum distance (in METERS!) at which characters are immune to suppression effects from friendly fire. Beyond this distance, they will suffer suppression normally from shots fired by their own teammates.
|
|
30 = JA2 Default.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Tactical Weather Settings">
|
|
<Description_ENG>These settings change the appearance and gameplay effects of various weather conditions, like Rain and Lightning storms.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="ALLOW_RAIN" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, it enables the chance of rainfall and lightning storms.
|
|
If set to FALSE, rain and lightning storms will never appear in the game.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="RAIN_CHANCE_PER_DAY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The chance per day (0 - 100%) for rain to occur. When a rain storm starts, it will rain in every sector on the map.
|
|
Note that the intensity of rain is randomally decided by the program.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="RAIN_MIN_LENGTH_IN_MINUTES" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
|
<Description_ENG>The minimum length of a rain storm, in minutes.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt die minimale Dauer eines Wolkenbruchs (in Spielminuten).</Description_GER>
|
|
<Description_RUS>Минимальная длительность дождя в минутах</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="RAIN_MAX_LENGTH_IN_MINUTES" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
|
<Description_ENG>The maximum length of a rain storm, in minutes.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt die maximale Dauer eines Wolkenbruchs (in Spielminuten).</Description_GER>
|
|
<Description_RUS>Максимальная длительность дождя в минутах</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_RAIN_DROPS" datatype="numeric" minvalue="10" maxvalue="150" defaultvalue="0" interval="1">
|
|
<Description_ENG>The maximum number of rain drops. For slow CPUs decrase this value.</Description_ENG>
|
|
<Description_GER>Die maximale Zahl an Regentropfen. Verringern Sie diesen Wert auf langsamen Rechnern.</Description_GER>
|
|
<Description_RUS>Максимальное количество капель. Для слабых процессоров рекомендуется снизить.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>While fighting in the rain, this is a percentage-based reduction of any GUN-type weapon's reliability value.
|
|
If set to more than 0, GUN-type weapons will deteriorate more rapidly, and are more prone to jamming.
|
|
Note that if ALLOW_LIGHTNING=TRUE, a lightning storm gives twice this penalty (Rain Intensity = 2).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY" datatype="decimal" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>While fighting in the rain, this is a percentage-based reduction to the speed of regaining one's breath points (stamina).
|
|
If set to more than 0, characters will have trouble getting their breath points back quickly.
|
|
Note that if ALLOW_LIGHTNING=TRUE, a lightning storm gives twice this penalty (Rain Intensity = 2).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>While fighting in the rain, this is a percentage-based reduction of every character's vision distance.
|
|
If set to more than 0, characters fighting in rain will not see as far away as they normally do. It applies both during the day and the night!
|
|
Note that if ALLOW_LIGHTNING=TRUE, a lightning storm gives twice this penalty (Rain Intensity = 2).
|
|
0 = No decrase of the visual distance.
|
|
100 = Characters are practically blind when it's raining!</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_LIGHTNING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, this allows a certain chance of lightning storms (Rain Intensity = 2).
|
|
ALLOW_RAIN must be set to TRUE for this to work!</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value sets the minimum interval between lightning strikes in real time seconds.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt das minimale Intervall zwischen Blitzen (in realen Sekunden).</Description_GER>
|
|
<Description_RUS>Минимальный интервал между молниями в секундах реалтайма.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value sets the maximum interval between lightning strikes in real time seconds.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt das maximale Intervall zwischen Blitzen (in realen Sekunden).</Description_GER>
|
|
<Description_RUS>Максимальный интервал между молниями в секундах реалтайма.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value sets the minimum interval between lightnings and thunderclaps in real time seconds.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt das minimale Intervall zwischen Blitzen und Donnergrollen (in realen Sekunden).</Description_GER>
|
|
<Description_RUS>Минимальный интервал между молниями и громом в секундах реалтайма.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value sets the maximum interval between lightnings and thunderclaps in real time seconds.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt das maximale Intervall zwischen Blitzen und Donnergrollen (in realen Sekunden).</Description_GER>
|
|
<Description_RUS>Минимальный интервал между молниями и громом в секундах реалтайма.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED" datatype="numeric" minvalue="0" maxvalue="60" defaultvalue="0" interval="1">
|
|
<Description_ENG>When an enemy is spotted due to lightning in Turn-Based mode, this value determines the length of the pause (in seconds) that the game gives you to get an idea where that enemy is.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value sets the chance that ligntning occurs between turns in percentage.
|
|
0 = Lightning does not occur in turn-based mode.
|
|
100 = Lightning occurs after every turn.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Gamestart Settings">
|
|
<Description_ENG>These settings control the situation at the very beginning of the game. You can set some important parameters here.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="GAME_STARTING_TIME" datatype="numeric" minvalue="3600" maxvalue="82800" defaultvalue="0" interval="3600">
|
|
<Description_ENG>This is the time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME.
|
|
The value is measured in seconds (3600 = 1 hour).
|
|
For example, if you set GAME_STARTING_TIME to 3600, the game will start on Day 1, 01:00.
|
|
</Description_ENG>
|
|
<Description_GER>Dies ist die Startzeit des Spiels. Sie wird immer Tag 1 + GAME_STARTING_TIME sein.
|
|
Der Wert wird in Sekunden berechnet (3600 = 1 Stunde).
|
|
Wenn Sie zum Beispiel GAME_STARTING_TIME auf 3600 setzen, wird das Spiel am Tag 1 um 01:00 Uhr beginnen.</Description_GER>
|
|
<Description_RUS>Определяет время начала игры. Игра начинается в 1 День + GAME_STARTING_TIME(измеряется в секундах - 3600 = 1час) Например при GAME_STARTING_TIME = 3600 игра начнется в День1, 01:00 .</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="FIRST_ARRIVAL_DELAY" datatype="numeric" minvalue="0" maxvalue="82800" defaultvalue="0" interval="3600">
|
|
<Description_ENG>This is the delay between the game start and the first merc arrival.
|
|
This value is measured in seconds (3600 = 1 hour).
|
|
For example, if you set GAME_STARTING_TIME to 3600 and FIRST_ARRIVAL_DELAY to 21600 you merc will arrive on Day 1, 07:00.</Description_ENG>
|
|
<Description_GER>Das ist die Verzögerung zwischen dem Spielstart und der Ankunft des ersten Söldners (bzw. der ersten Söldner) im Startsektor.
|
|
Der Wert wird in Sekunden berechnet (3600 = 1 Stunde).
|
|
Wenn Sie zum Beispiel GAME_STARTING_TIME auf 3600 setzen und FIRST_ARRIVAL_DELAY auf 21600, wird Ihr Anfangstrupp am Tag 1 um 07:00 Uhr ankommen.</Description_GER>
|
|
<Description_RUS>Определяет задержку между стартом игры и прибытием наемников. Измеряется в секундах - (3600 = 1 час.) Например при GAME_STARTING_TIME = 3600 и FIRST_ARRIVAL_DELAY = 21600 наемники прибудут в День1, 07:00 .</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DEFAULT_ARRIVAL_SECTOR_X" datatype="numeric" minvalue="1" maxvalue="16" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines the X location of your first arrival in Arulco. Use caution when changing this!
|
|
Note that you may want to change the file SAMSites.XML, to enable "free airspace" over your intended landing zone. If the landing zone is not in free airspace at the start of the game, it will be automatically moved to a safe sector immediately after your first landing. You will not be able to land there again until you free the airspace above that sector.
|
|
See also DEFAULT_ARRIVAL_SECTOR_Y.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="DEFAULT_ARRIVAL_SECTOR_Y" datatype="numeric" minvalue="1" maxvalue="16" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines the Y location of your first arrival in Arulco. Use caution when changing this!
|
|
Note that you may want to change the file SAMSites.XML, to enable "free airspace" over your intended landing zone. If the landing zone is not in free airspace at the start of the game, it will be automatically moved to a safe sector immediately after your first landing. You will not be able to land there again until you free the airspace above that sector.
|
|
See also DEFAULT_ARRIVAL_SECTOR_X.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Interface Settings">
|
|
<Description_ENG>With these settings you can change the user interface in the STRATEGIC screen. These settings have little to no effect on actual gameplay - they are mostly visual aids and optimized interface settings.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, this allows right-clicking items in the sector inventory window to get an item's Description Box. Stack Pop-ups are also allowed.
|
|
For this to work properly, you may need to actually load the sector into memory (by going down to TACTICAL mode and then back up to STRATEGIC mode).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STAT_PROGRESS_BARS_RED" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the color of the "stat progress boxes" which are displayed behind your merc's attributes in the character info panel. This is done with three settings (RED/GREEN/BLUE).
|
|
You can turn Stat Progress Bars on and off using the in-game Options Menu.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="STAT_PROGRESS_BARS_GREEN" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the color of the "stat progress boxes" which are displayed behind your merc's attributes in the character info panel. This is done with three settings (RED/GREEN/BLUE).
|
|
You can turn Stat Progress Bars on and off using the in-game Options Menu.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="STAT_PROGRESS_BARS_BLUE" datatype="numeric" minvalue="0" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the color of the "stat progress boxes" which are displayed behind your merc's attributes in the character info panel. This is done with three settings (RED/GREEN/BLUE).
|
|
You can turn Stat Progress Bars on and off using the in-game Options Menu.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW" datatype="numeric" minvalue="0" maxvalue="2" defaultvalue="0" interval="1">
|
|
<Description_ENG>Are merc salaries included in the new Prjected Daily Expenses window?
|
|
0 = Merc contracts are not included in your projected daily expenses.
|
|
1 = The salaries of mercs with a fixed daily salary (Hamous, Conrad, Iggy, M.E.R.C mercs, etc.) is included in the Projected Daily Expenses display.
|
|
2 = Include all salaries. A.I.M merc salaries are calculated based on their most recent contract.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Progress Settings">
|
|
<Description_ENG>In this section you can change how Game Progress is calculated, and various events and gameplay effects that are directly linked to progress.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_KILLS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This setting controls the maximum number of Progress Points you can get by killing enemies. Press 'V' in the game to see your current progress value.
|
|
The ratio between kills and progress points is determined by other settings (NUM_KILLS_PER_PROGRESS_POINT, for each difficulty level).
|
|
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be exactly 100, otherwise the game will set them to defaut values.
|
|
|
|
Default Values:
|
|
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
|
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This setting controls the maximum number of Progress Points you can get from controlling important sectors (City / SAM). Press 'V' in the game to see your current progress value.
|
|
The number of progress points you get per "important" sector is directly adjusted by this value. You will only get all these points if you control ALL the important sectors.
|
|
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be 100, otherwise the game will set them to defaut values.
|
|
|
|
Default Values:
|
|
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
|
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This setting controls the maximum number of Progress Points you can get from mine income. Press 'V' in the game to see your current progress value.
|
|
The number of points you get is determined by comparing how much money you're making from mines to the MAXIMUM possible amount of money that can be made. Depleted/Abandoned mines don't count. Please remember that loyalty determines how much money a mine can make, so to get the maximum points you need 100% loyalty in all mining towns.
|
|
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be 100, otherwise the game will set them to defaut values.
|
|
|
|
Default Values:
|
|
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
|
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This setting controls the maximum number of Progress Points you can get from simply visiting map sectors. Press 'V' in the game to see your current progress value.
|
|
The number of points you get for exploring a sector is directly adjusted by this value. You will only get all these points if you explore ALL sectors on the map (not including underground sectors).
|
|
Note that you don't actually need to control those sectors - they simply need to be *visited* at least once.
|
|
Be sure, that the sum of GAME_PROGRESS_KILLS, GAME_PROGRESS_CONTROL, GAME_PROGRESS_INCOME, GAME_PROGRESS_VISITED has to be 100, otherwise the game will set them to defaut values.
|
|
|
|
Default Values:
|
|
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_CONTROL = 25
|
|
GAME_PROGRESS_MAX_POINTS_FROM_INCOME = 50
|
|
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALTERNATE_PROGRESS_CALCULATION" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, will calculate progress in a completely different way. Instead of adding up all points gathered from income, control, kills and exploration, the program will find out which of these four aspects has advanced the MOST, and will set your current progress level based only on that aspect. You can reach 100 progress by doing ANY of these without relying on any of the others.
|
|
For example, you can reach 100 points by killing lots of enemies, or 100 points by exploring the entire map, or 100 points by maximizing income, or 100 points by controlling all cities - whichever comes first! The four fields will constantly be "competing" with each other to see which one's gained the most points thus far. So if you shift your strategy in mid-game, the progress dependency will automatically change to accomodate you!
|
|
When activated, this feature disables all four "GAME_PROGRESS_MAX_POINTS" settings above.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_MINIMUM" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the absolute minimum Progress score you can have, EVER. This will be your starting Progress score, and will remain so until you gain enough Progress Points to surpass this value. At that point, progress will continue to increase normally. If your actual progress falls below this limit, it will instead be held at exactly this value until it can be raised again.
|
|
You can use this setting to "skip" past the early combat where the foes have pathetic equipment.
|
|
This value will also affect the inventory at Bobby Rays because it is based off game progress.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_MODIFIER" datatype="numeric" minvalue="-100" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Use this value to increase or decrease Game Progress by a flat amount of points. Note that this cannot decrease your progress below 0 or above 100.
|
|
A positive value here will make enemies carry more advanced weapons earlier than they should, for the entire duration of the game. It will also increase the availability of advanced weapons from Bobby Ray's.
|
|
A negative value here will keep enemy (and Bobby Ray) item levels lower for a longer time. However, it will PEREVENT YOU FROM REACHING 100 PROGRESS POINTS (and the weapons associated with that progress level).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_KILLS_PER_PROGRESS_POINT_NOVICE" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>How many kills are required to win one progress point, on Novice difficulty?
|
|
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>How many kills are required to win one progress point, on Experienced difficulty?
|
|
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="NUM_KILLS_PER_PROGRESS_POINT_EXPERT" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>How many kills are required to win one progress point, on Expert difficulty?
|
|
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="NUM_KILLS_PER_PROGRESS_POINT_INSANE" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>How many kills are required to win one progress point, on INSANE difficulty?
|
|
The total number of progress points you can get is limited by GAME_PROGRESS_KILLS</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_START_MADLAB_QUEST" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the time in percentage, when the Madlab quest should start.
|
|
Default Value: 35</Description_ENG>
|
|
<Description_GER>Dies weist auf den Zeitpunkt hin, ab wann die Madlab-Quest vefügbar wird (an den Spielfortschritt angelehnt).
|
|
Standardwert: 35</Description_GER>
|
|
<Description_RUS>В процентах устанавливает прогресс, при котором появляется квест на робота.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_MIKE_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the time in percentage, when Mike is available.
|
|
Default Value: 50</Description_ENG>
|
|
<Description_GER>Dies weist auf den Zeitpunkt hin, ab wann Mike im Spiel auftaucht (an den Spielfortschritt angelehnt).
|
|
Standardwert: 50</Description_GER>
|
|
<Description_RUS>В процентах устанавливает прогресс, при ктором появляется Майк</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GAME_PROGRESS_IGGY_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the time in percentage, when Iggy is available.
|
|
Default Value: 70</Description_ENG>
|
|
<Description_GER>Dies weist auf den Zeitpunkt hin, ab wann Iggy vefügbar wird (an den Spielfortschritt angelehnt).
|
|
Standardwert: 70</Description_GER>
|
|
<Description_RUS>В процентах устанавливает прогресс, при котором появляется Игги</Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Event Settings">
|
|
<Description_ENG>This section controls various scripted events that happen on the Strategy Map.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
|
|
If you set this to TRUE, this will be really pain in the ass at the beginning of the game ;-)</Description_ENG>
|
|
<Description_GER>Darf die Königin Verstärkung nach Drassen schicken, wie sie in der Zwischensequenz ankündigt?
|
|
Dieses Spielereignis kann einen Nervenzusammenbruch heraufbeschwören, wenn der Wert auf TRUE gesetzt wird ;-)</Description_GER>
|
|
<Description_RUS>Позволяет Дейдране посылать войска для отвоевываания Драссена. Если включите - получите реальный геморой в начале игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENABLE_CREPITUS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This determines whether crepitus/creatures show up in SCI-FI MODE. They can never show up in realistic mode.
|
|
This option requires a new game in order to work!</Description_ENG>
|
|
<Description_GER>Dies bestimmt, ob Monster im Sci-Fi-Modus auftauchen. Jedoch: Sie können nie im realistischen Modus erscheinen.
|
|
Diese Option wird erst mit dem erstellen eines neuen Spiels wirksam!
|
|
</Description_GER>
|
|
<Description_RUS>Определяет, показ жуков/монстров в фантастическом режиме (и только в нем). Требует начала новой игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="WHICH_MINE_SHUTS_DOWN" datatype="numeric" minvalue="-1" maxvalue="6" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value selects which mine will deplete its ore reserves during the campaign.
|
|
-1 = JA2 Default: The game will randomly select which mine is depleted.
|
|
0 = No mine will be depleted!
|
|
1 = San Mona (don't use this!!!)
|
|
2 = Drassen
|
|
3 = Alma (don't use this!!!)
|
|
4 = Cambria
|
|
5 = Chitzena
|
|
6 = Grumm</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Gameplay Settings">
|
|
<Description_ENG>In this section you control the rules for the STRATEGIC portion of the game. Some of these settings can have a profound effect on the way the game is played.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="ALLOW_REINFORCEMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Determines whether Enemy/Militia groups can assist each other in battle.
|
|
If set to TRUE, several Enemy/Militia groups can attack a sector from two or more sides, joining forces. This also works when defending.
|
|
The number of troops that will show up on the TACTICAL map is limited (see the MAX_NUMBER_ settings). If there are more troops than this participating in the attack, they will slowly appear on the screen's edge as their friends are killed off.
|
|
If set to FALSE (Default JA2), Enemy/Militia groups can only fight each other one group at a time.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_REINFORCEMENTS_ONLY_IN_CITIES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, Enemy/Militia groups can only move between two CITY sectors if they want to reinforce an attack/defense.
|
|
"ALLOW_REINFORCEMENTS" must be set to TRUE.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENABLE_ALL_TERRORISTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This determines whether all the terrorists are available, or whether they're chosen at random (default).
|
|
This option requires a new game in order to work!</Description_ENG>
|
|
<Description_GER>Dies bestimmt, ob alleTerroristen verfügbar sind, oder ob sie zufällig ausgesucht werden.
|
|
Diese Option wird erst mit dem erstellen eines neuen Spiels wirksam!
|
|
</Description_GER>
|
|
<Description_RUS>Определяет, будут ли в Арулько все террористы. Требует начала новой игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENABLE_ALL_WEAPON_CACHES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default).
|
|
This option requires a new game in order to work!</Description_ENG>
|
|
<Description_GER>Dies bestimmt, ob alle Waffenlager/Waffenverstecke verfügbar sind, oder ob sie zufällig ausgesucht werden.
|
|
Diese Option wird erst mit dem erstellen eines neuen Spiels wirksam!
|
|
</Description_GER>
|
|
<Description_RUS>Определяет, будут ли доступны все склады, или они будут рандомны. Требует начала новой игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VEHICLE_INVENTORY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Should vehicles have an inventory?</Description_ENG>
|
|
<Description_GER>Sollen Fahrzeuge ein Inventar haben?</Description_GER>
|
|
<Description_RUS>Включает инвентарь транспорта</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="HUMVEE_OFFROAD" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If enabled, this feature will allow the HUMVEE jeep to travel off roads. It cannot go everywhere, but can drive through plains, fields, hills, and light forests.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="AUTORESOLVE_LUCK_FACTOR" datatype="decimal" minvalue="1" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>Controls the importance of luck in determining the results of auto-resolve combat. You can use fractional values here.
|
|
1.0 = Luck is mostly irrelevant. Battles will be won based on the respective skills of the participants.
|
|
2.0 = JA2 1.13 Default: Luck is just as important as the respective skills of the participants.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Определяет влияние скрытого параметра удачи в игре</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NO_ENEMY_DETECTION_WITHOUT_RECON" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If set to TRUE, enemy units moving through previously-explored sectors are not automatically shown on the strategy map. This allows them to sneak inside your territory even after you've explored a large portion of the map.
|
|
Militia can detect enemies in sectors adjacent to their location, but mercs cannot. Skyrider can also detect enemies below his position, as in normal JA2.
|
|
Also, enemies inside previously-explored cities will always appear on the map (as "?"), as in normal JA2.
|
|
Note that some Facilities can be used to reveal enemies moving in the wilderness.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="FACILITY_EVENT_RARITY" datatype="numeric" minvalue="1" maxvalue="50000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This determines the likelyhood of facilities triggering their built-in effects (if they have any). The chance to trigger an effect is X of Y every hour, where X is defined in the specific facility data, and Y is the value you set here.
|
|
1 = Events will always occur, every hour, to every merc applicable. This is very extreme and not recommended.
|
|
1000 = Default. Events are relatively rare.
|
|
50000 = Unless the values in FacilityTypes.XML are radically changed, it is virtually impossible for events to occur at all.
|
|
Please remember that some events are BENEFICIAL. Some facilities may lose their entire purpose if their events go untriggered.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="FACILITY_DANGER_RATE" datatype="numeric" minvalue="1" maxvalue="50000" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines the amount of combined skill one needs to qualify for better results (or lesser damage) from facility events. Each event requires a different set of skills.
|
|
0 = Facility risk results are always modified for the better, based on character skill.
|
|
50 = Default. Characters with more than 50 combined skill will get better results, while characters with less than 50 will get worse results.
|
|
100 = Maximum danger. Results from facility risks are usually worse than the default values in FacilityTypes.XML, and the less skills you have the more likely you are to get the worse results.
|
|
Please note: You cannot use this to turn facility risks off. For that you need to edit the XML and remove all risks or reduce their chances to 0. This setting also doesn't guarantee good/bad results from triggering risks.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ADDITIONAL_REPAIR_MODE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Activates the new additional repair mode.
|
|
While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor held in inventory and finally ends with items in backpacks.
|
|
Thus, soldiers first repair all equipped weapons of mercs in the same sector, then all equipped armor, and so forth, always starting with the item with least durability (especially jammed guns).
|
|
FALSE = 1.13 repair system
|
|
TRUE = New additional repair system based on priorities</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ALLOW_SKYRIDER_HOT_LZ" datatype="numeric" minvalue="1" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set how to handle Skyrider "hot Landing Zone" options.
|
|
0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style).
|
|
1 = Allow Skyrider to drop off mercs to center of map.
|
|
2 = Skyrider drops mercs at map edge from direction he entered the sector.
|
|
</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Bobby Ray Settings">
|
|
<Description_ENG>Here you can change some settings regarding Bobby Ray's on-line gun store. You can also affect shipments coming from Bobby Ray's.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When activated, the tooltips for all of Bobby Ray's Guns (and ONLY guns) will show a list of all possible attachments for the gun. "Hidden" attachments are NOT shown.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="STEALING_FROM_SHIPMENTS_DISABLED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If you set this value to TRUE, the chance that items will be stolen from your Bobby Ray shipment is 0 percentage.</Description_ENG>
|
|
<Description_GER>Wenn dieser Wert auf TRUE gesetzt wird, ist die Chance, dass Gegenstände der ankommenden Lieferungen gestohlen werden gleich 0 Prozent.</Description_GER>
|
|
<Description_RUS>Позволяет отключить воровство посылок от Боби Рэя (установите False).</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CHANCE_OF_SHIPMENT_LOSS" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Set the chance in percentage of whole shipment lost from Bobby Ray.</Description_ENG>
|
|
<Description_GER>Hier können Sie bestimmen wie hoch die Chance ist (in Prozent), dass die gesamte Lieferung von Bobby Ray verloren geht.</Description_GER>
|
|
<Description_RUS>Устанавливает шанс воровства посылок от Боби Рэя в процентах.</Description_RUS>
|
|
</Property>
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Item Property Settings">
|
|
<Description_ENG>These settings allow changing the properties of items and how they behave in-game. Some of these settings are simply an easier alternative to massively editing the XML files.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="EXPLOSIVES_DAMAGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a percentage-based modifier for the damage of ALL explosives. Use it if you don't want to edit the XML datafiles.
|
|
100 = Normal damage.
|
|
200 = Double damage.
|
|
50 = Half damage.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MELEE_DAMAGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a percentage-based modifier for the damage of ALL melee-weapons. Use it if you don't want to edit the XML datafiles.
|
|
100 = Normal damage.
|
|
200 = Double damage
|
|
50 = Half damage.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GUN_DAMAGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a percentage-based modifier for the damage of ALL ranged-weapons. Use it if you don't want to edit the XML datafiles.
|
|
100 = Normal damage.
|
|
200 = Double damage.
|
|
50 = Half damage.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GUN_RANGE_MODIFIER" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a percentage-based modifiers for the weapon ranges. Use it if you don't want edit the XML datafiles.
|
|
100 = Normal range.
|
|
200 = Double range.
|
|
50 = Half range.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENABLE_ARMOR_COVERAGE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Should the Armor Coverage value be used?
|
|
If set to TRUE, bullets do not always strike the armor protecting the targeted bodypart - sometimes a bullet can hit in an uncovered spot, bypassing the armor completely. This is defined in the armor item's "Coverage" value.
|
|
If set to FALSE, bullets always strike the armor protecting the targeted bodypart (if any).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DYNAMIC_AMMO_WEIGHT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the weight of an ammo clip is determined by how many bullets are left in it.
|
|
If set to FALSE, all clips of the same type will always weigh the same, regardless of how many bullets remain inside.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AUTOFIRE_BULLETS_PER_5AP_MODIFIER" datatype="numeric" minvalue="-10" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>This changes ALL automatic weapons, speeding up or slowing down their rate of fire (the "Bullets Per 5 AP" value). This allows you to have more (or less) autofire-intensive combat, without having to edit all the weapon entries in the XML file.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Это влияет на ВСЕ автоматическое оружие, увеличивая или уменьшая его скорострельность. Используйте, если не хотите править XML, для повышения интенсивности боя.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="STRENGTH_TO_LIFT_HALF_KILO" datatype="decimal" minvalue="0.1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This setting tells us how many STRENGTH points we need to lift 0.5 kilograms comfortably.
|
|
Adjust this value to make inventory weight more (or less) important for gameplay.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="MORTAR_CTH_DIVISOR" datatype="numeric" minvalue="1" maxvalue="255" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a divisor value applied to the "Chance-to-Hit" of all mortars, after all other calculations have taken place. The formula is:
|
|
Final CTH = Original CTH divided by X, where X is the value you set here.
|
|
Note: This is only used if Old Trait System is played</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="USE_DEFAULT_SLOTS_WHEN_MISSING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>When attachments have not been assigned for NAS, the game can add default slots that differ per item type. It is recommended to play with this set to FALSE when the attachments are assigned properly.
|
|
This option is best used when playing a XML based mod that does not have the NAS xml fully updated. However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ATTACHMENT_DROP_RATE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The chance in percentages that an attachment will have to drop with the item if an NPC dies.
|
|
Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
|
|
Inseperable attachments will always drop. Range: 0 - 100%.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_ENEMY_ATTACHMENTS" datatype="numeric" minvalue="2" maxvalue="30" defaultvalue="0" interval="1">
|
|
<Description_ENG>The maximum amount of attachments NPC's can get on their gun when they get random equipment.
|
|
They will usually get less attachments than this value because of randomness. Range: 2 - 30.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Enemy AI Settings">
|
|
<Description_ENG>In this section you can change the behavior of the Queen's Army, how aggressive she is, how large her army is, etcetera.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="NEW_AGGRESSIVE_AI" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This new AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies will assemble to attack your sector SIMULTANEOUSLY.
|
|
This is similar to the Drassen Counterattack event, except it happens to every city, possibly several times during the campaign!
|
|
When set to TRUE, this setting has the potential of making the game considerably harder.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="INITIAL_GARRISON_PERCENTAGES_NOVICE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>This is the percentage of the "normal" number of enemies, that will be placed on the map at the start of the game.
|
|
This setting controls NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="INITIAL_GARRISON_PERCENTAGES_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>This is the percentage of the "normal" number of enemies that will be placed on the map at the start of the game.
|
|
This setting controls EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="INITIAL_GARRISON_PERCENTAGES_EXPERT" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>This is the percentage of the "normal" number of enemies that will be placed on the map at the start of the game.
|
|
This setting controls EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="INITIAL_GARRISON_PERCENTAGES_INSANE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>This is the percentage of the "normal" number of enemies that will be placed on the map at the start of the game.
|
|
This setting controls INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_ENEMY_GROUP_SIZE_NOVICE" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
|
This setting controls the NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_ENEMY_GROUP_SIZE_EXPERIENCED" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
|
This setting controls the EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_ENEMY_GROUP_SIZE_EXPERT" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
|
This setting controls the EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_ENEMY_GROUP_SIZE_INSANE" datatype="numeric" minvalue="3" maxvalue="12" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the smallest possible size for any enemy group. If ever there are fewer than these many enemies in a sector, they will not move on the STRATEGIC map.
|
|
This setting controls the INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="PERCENT_EXTRA_ELITES_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The percent of troops converted to extra elites in enemy groups, when playing on EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER>Die prozentuale Zahl an Truppen, welche im Schwierigkeitsgrad Profi zu extra Elitesoldaten umgewandelt werden.</Description_GER>
|
|
<Description_RUS>Процент войск, преобразуемых в элиту во вражеских отрядах на среднем уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="PERCENT_EXTRA_ELITES_EXPERT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The percent of troops converted to extra elites in enemy groups, when playing on EXPERT difficulty.</Description_ENG>
|
|
<Description_GER>Die prozentuale Zahl an Truppen, welche im Schwierigkeitsgrad Alter Hase zu extra Elitesoldaten umgewandelt werden.</Description_GER>
|
|
<Description_RUS>Процент войск, преобразуемых в элиту во вражеских отрядах на трудном уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="PERCENT_EXTRA_ELITES_INSANE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The percent of troops converted to extra elites in enemy groups, when playing on INSANE difficulty.</Description_ENG>
|
|
<Description_GER>Die prozentuale Zahl an Truppen, welche im Schwierigkeitsgrad WAHNSINNIG zu extra Elitesoldaten umgewandelt werden.</Description_GER>
|
|
<Description_RUS>Процент войск, преобразуемых в элиту во вражеских отрядах на невозможном уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="UNLIMITED_POOL_OF_TROOPS_NOVICE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
|
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE.
|
|
This setting affects the NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="UNLIMITED_POOL_OF_TROOPS_EXPERIENCED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
|
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED.
|
|
This setting affects the EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="UNLIMITED_POOL_OF_TROOPS_EXPERT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
|
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT.
|
|
This setting affects the EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="UNLIMITED_POOL_OF_TROOPS_INSANE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, the queen will have an unlimited number of troops at her disposal. She will never run out of troops, and can create a new unit every time she needs one.
|
|
If set to FALSE, the queen has a limited number of troops - See also QUEENS_INITIAL_POOL_OF_TROOPS_INSANE.
|
|
This setting affects the INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE" datatype="numeric" minvalue="50" maxvalue="500" defaultvalue="0" interval="50">
|
|
<Description_ENG>This is the number of troops the queen has at her disposal at the start of the game. This setting affects NOVICE difficulty.
|
|
If UNLIMITED_POOL_OF_TROOPS_NOVICE = TRUE, this setting is ignored.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED" datatype="numeric" minvalue="100" maxvalue="1000" defaultvalue="0" interval="50">
|
|
<Description_ENG>This is the number of troops the queen has at her disposal at the start of the game. This setting affects EXPERIENCED difficulty.
|
|
If UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = TRUE, this setting is ignored.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT" datatype="numeric" minvalue="200" maxvalue="3000" defaultvalue="0" interval="100">
|
|
<Description_ENG>This is the number of troops the queen has at her disposal at the start of the game. This setting affects EXPERT difficulty.
|
|
If UNLIMITED_POOL_OF_TROOPS_EXPERT = TRUE, this setting is ignored.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="QUEENS_INITIAL_POOL_OF_TROOPS_INSANE" datatype="numeric" minvalue="300" maxvalue="10000" defaultvalue="0" interval="100">
|
|
<Description_ENG>This is the number of troops the queen has at her disposal at the start of the game. This setting affects INSANE difficulty.
|
|
If UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE, this setting is ignored.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Amount of troops that will be added to queens army when the troops pool is empty.</Description_ENG>
|
|
<Description_GER>Die Menge an Truppen, welche der Armee der Königin hinzugefügt werden, wenn ihr Nachschub versiegt.</Description_GER>
|
|
<Description_RUS>Количество войск, добавляемое к армии Дейдраны, если войска закончились.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_STARTING_ALERT_LEVEL_NOVICE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This sets the enemy's starting Alert Level in NOVICE difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This sets the enemy's starting Alert Level in EXPERIENCED difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_STARTING_ALERT_LEVEL_EXPERT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This sets the enemy's starting Alert Level in EXPERT difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_STARTING_ALERT_LEVEL_INSANE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This sets the enemy's starting Alert Level in INSANE difficulty. The higher their alert level, the more likely they are to spot your mercs in adjacent sectors and try to attack them.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_ALERT_DECAY_NOVICE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects NOVICE difficulty.
|
|
See also "ENEMY_STARTING_LEVEL_NOVICE" for the basic Alert Level.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_ALERT_DECAY_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects EXPERIENCED difficulty.
|
|
See also "ENEMY_STARTING_LEVEL_EXPERIENCED" for the basic Alert Level.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_ALERT_DECAY_EXPERT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects EXPERT difficulty.
|
|
See also "ENEMY_STARTING_LEVEL_EXPERT" for the basic Alert Level.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_ALERT_DECAY_INSANE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>When an enemy spots and chases a player group, their Alertness Value decreases by this much. This setting affects INSANE difficulty.
|
|
See also "ENEMY_STARTING_LEVEL_INSANE" for the basic Alert Level.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_AWARE_BATTLES_NOVICE" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
|
This setting affects NOVICE difficulty.</Description_ENG>
|
|
<Description_GER>Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad Einsteiger.</Description_GER>
|
|
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для легкого уровня игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_AWARE_BATTLES_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
|
This setting affects EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER>Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad Profi.</Description_GER>
|
|
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для среднего уровня игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_AWARE_BATTLES_EXPERT" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
|
This setting affects EXPERT difficulty.</Description_ENG>
|
|
<Description_GER>Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad Alter Hase.</Description_GER>
|
|
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для трудного уровня игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_AWARE_BATTLES_INSANE" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's forces will automatically succeed adjacent checks until x number of enemy initiated battles occur.
|
|
This setting affects INSANE difficulty.</Description_ENG>
|
|
<Description_GER>Bestimmte Umstände können die Königin dazu bringen, in den Modus "Alarmstufe Rot" zu wechseln. Das bedeutet, dass die Streitkräfte der Königin zeitweise automatisch die Umgebungssuche erfolgreich ausführen, bis X vom Feind eingeleitete Kämpfe sich ereignet haben.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad WAHNSINNIG.</Description_GER>
|
|
<Description_RUS>Некоторые условия могут вынудить королеву объявить "полную боевую готоврность", когда отряды врага будут автоматически проходить проверки на "тревогу" в соседнем секторе, пока число начатых боев не достигнет установленного. Это настройки для невозможного уровня игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
|
<Description_ENG>The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
|
This setting affects NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
|
<Description_ENG>The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
|
This setting affects EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
|
<Description_ENG>The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
|
This setting affects EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="10">
|
|
<Description_ENG>The base interval (in MINUTES) between the queen's attempts to evaluate her situation (and possibly dispatch troops). Sh can only make one decision at a time.
|
|
This setting affects INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EVALUATION_DELAY_VARIANCE_NOVICE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
|
This setting affects NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EVALUATION_DELAY_VARIANCE_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
|
This setting affects EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EVALUATION_DELAY_VARIANCE_EXPERT" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
|
This setting affects EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="EVALUATION_DELAY_VARIANCE_INSANE" datatype="numeric" minvalue="0" maxvalue="500" defaultvalue="0" interval="10">
|
|
<Description_ENG>The interval between the Queen's strategic decisions (see BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE) is not always the same - it is modified by a random variation. This setting determines the maximum possible variation (in MINUTES).
|
|
This setting affects INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
|
<Description_ENG>When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
|
This setting affects NOVICE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
|
<Description_ENG>When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
|
This setting affects EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
|
<Description_ENG>When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
|
This setting affects EXPERT difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE" datatype="numeric" minvalue="0" maxvalue="250" defaultvalue="0" interval="10">
|
|
<Description_ENG>When a player takes control of a sector, enemy reinforcements are not allowed to enter the sector for a limited amount of time. This essentially dumbs down the AI, making it less aggressive.
|
|
This setting affects INSANE difficulty.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
|
<Description_ENG>Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
|
This setting affects NOVICE difficulty.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad Einsteiger.</Description_GER>
|
|
<Description_RUS>Устанавливает количество дней, в течении которого Дейдрана не будет посылать войска для восстановления потеряных патрулей на легком уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
|
<Description_ENG>Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
|
This setting affects EXPERIENCED difficulty.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad Profi.</Description_GER>
|
|
<Description_RUS>Устанавливает количество дней, в течении которого Дейдрана не будет посылать войска для восстановления потеряных патрулей на среднем уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
|
<Description_ENG>Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
|
This setting affects EXPERT difficulty.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad Alter Hase.</Description_GER>
|
|
<Description_RUS>Устанавливает количество дней, в течении которого Дейдрана не будет посылать войска для восстановления потеряных патрулей на трудном уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE" datatype="numeric" minvalue="0" maxvalue="50" defaultvalue="0" interval="1">
|
|
<Description_ENG>Defines how many days must pass before the queen is willing to refill a defeated patrol group.
|
|
This setting affects INSANE difficulty.</Description_ENG>
|
|
<Description_GER>Dieser Wert bestimmt, wie viele Tage versteichen müssen, bis die Königin gewillt ist, eine besiegte Patroullie zu ersetzen.
|
|
Diese Einstellung verweist auf den Schwierigkeitsgrad WAHNSINNIG.</Description_GER>
|
|
<Description_RUS>Устанавливает количество дней, в течении которого
|
|
Дейдрана не будет посылать войска для восстановления потеряных патрулей на невозможном уровне игры.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AGGRESSIVE_QUEEN_AI_NOVICE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
|
You may also want to set UNLIMITED_POOL_OF_TROOPS_NOVICE to TRUE, to prevent the queen running out of troops.
|
|
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
|
This setting affects NOVICE mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AGGRESSIVE_QUEEN_AI_EXPERIENCED" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
|
You may also want to set UNLIMITED_POOL_OF_TROOPS_EXPERIENCED to TRUE, to prevent the queen running out of troops.
|
|
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
|
This setting affects EXPERIENCED mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AGGRESSIVE_QUEEN_AI_EXPERT" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
|
You may also want to set UNLIMITED_POOL_OF_TROOPS_EXPERT to TRUE, to prevent the queen running out of troops.
|
|
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
|
This setting affects EXPERT mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="AGGRESSIVE_QUEEN_AI_INSANE" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If this is set to TRUE, the queen will prefer attacking sectors over strengthening her own defenses.
|
|
You may also want to set UNLIMITED_POOL_OF_TROOPS_INSANE to TRUE, to prevent the queen running out of troops.
|
|
If set to FALSE, she'll take a relatively balanced stance between Attack and Defense.
|
|
This setting affects INSANE mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ENEMY_INVESTIGATE_SECTOR" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If set to TRUE, then the enemies from adjacent sectors of the city will come to investigate what happened when one of the city sectors is taken by player. It will happen only when the tactical view is active.
|
|
This behavior was deactivated (set to FALSE) in original game.</Description_ENG>
|
|
<Description_GER>Wenn dieser Wert auf TRUE gesetzt wird, wird der Feind aus benachbarten Stadtsektoren zwecks Untersuchung in einem Sektor erscheinen, wenn ein Stadtsektor vom Spieler befreit wurde. Dies geschieht nur, wenn der Taktikbildschirm aktiv ist.
|
|
Dieses Verhalten war im Original deaktiviert (auf FALSE gesetzt).</Description_GER>
|
|
<Description_RUS>Если включен, вражески отряды из соседних с занятими игроком городских секторов будут идти для проверки в захваченный сектор. В оригинальной игре - выключено.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REASSIGN_PENDING_REINFORCEMENTS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>After the sector is taken by the player, the game will check to see if there are any pending reinforcements for this sector. If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned. This is a feature that *dumbs* down the AI, and was activated (set to TRUE) in original to make the game easier.</Description_ENG>
|
|
<Description_GER>Nachdem ein Sektor vom Spieler erobert wurde, wird das Spiel prüfen, ob noch Verstärkungen für den Sektor anhängig sind. Falls dieser Wert auf TRUE gesetzt wird, so werden ihre Befehle storniert und die Truppen neu zugeordnet.
|
|
Diese Funktion schwächt die KI und war im Original abgeschaltet (auf TRUE gesetzt), um das Spiel leichter zu machen.</Description_GER>
|
|
<Description_RUS>После захвата игроком сектора игра проверяла направлены ли в сектор резервы врага и если этот параметр включен - отменяла все приказы. В оригинальной игре эта опция была включена, что упрощало игру.</Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
|
|
<Section name="Militia Training Settings">
|
|
<Description_ENG>These settings control the training of Town Militia.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="MAX_MILITIA_PER_SECTOR" datatype="numeric" minvalue="0" maxvalue="32" defaultvalue="0" interval="1">
|
|
<Description_ENG>This defines the maximum size of any Militia group on the Strategic map (including Mobile groups).
|
|
Also see "MAX_NUMBER_REBELS_IN_TACTICAL" to see how many can actually appear simultaneously in TACTICAL mode.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_MILITIA_TRAINED_PER_SESSION" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the number of Militia trained in a single training session.
|
|
If LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE, then this is the MAXIMUM possible number of men trained in a single session, although most mercs will train LESS than this amount.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_LOYALTY_TO_TRAIN_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the minimum loyalty a town must have before it allows you to train militia.</Description_ENG>
|
|
<Description_GER>Dies ist die Mindestloyalität, die eine Stadt Ihnen entgegen bringen muss, damit Sie Miliz ausbilden können.</Description_GER>
|
|
<Description_RUS>Минимально необходимая для тренировки ополчения лояльность.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MILITIA_TRAINING_RATE" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>This controls how fast town militia gets trained. Increase this value to speed up Militia training.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_TRAINING_ELITE_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Allows the training of Elite militia (Dark-Blue Shirts).</Description_ENG>
|
|
<Description_GER>Diese Einstellung erlaubt das Trainieren erfahrener Miliz.</Description_GER>
|
|
<Description_RUS>Позволяет тренировать ветеранов ополчения</Description_RUS>
|
|
</Property>
|
|
<Property name="ELITE_MILITIA_TRAINING_DELAY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The ability to train Elite Militia is delayed to this day. "ALLOW_TRAINING_ELITE_MILITIA" must be set to TRUE.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="RPC_BONUS_TO_MILITIA_TRAINING_RATE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The militia training bonus for RPC (as a percentage of normal training speed). RPCs (Ira, Miguel, etc) train militia a bit faster.
|
|
0 = No bonus.
|
|
10 = RPCs train militia 10% faster than normal.
|
|
And so on.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the minimum leadership score a character must have to be able to train Town Militia.
|
|
0 = no limit.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="LEADERSHIP_AFFECTS_MILITIA_QUANTITY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When this is activated, a militia trainer's Leadership will determine how many Town Militia are produced in each training session.
|
|
The exact number of militia you produce depends on how far the character's leadership is above the MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA value, and how far it is below the REQ_LEADERSHIP_FOR_MAX_MILITIA value.
|
|
Characters cannot train less than 1 militia per session, and they cannot train more than the amount set in the "NUM_MILITIA_TRAINED_PER_SESSION" value.
|
|
Only the BEST trainer in the sector determines the number of militia produced. Other trainers, if present, reduce the time it takes to train militia (as normal) but do NOT increase the number of men trained!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="REQ_LEADERSHIP_FOR_MAX_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This sets the minimum Leadership a trainer must have, to be able to train a full squad of Town Militia. The size of a full squad is set in "NUM_MILITIA_TRAINED_PER_SESSION", and is normally set at 10 militia.
|
|
Trainers with less than this much Leadership will train fewer men.
|
|
0 = Any trainer will train a full squad.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="TEACHER_TRAIT_EFFECT_ON_LEADERSHIP" datatype="numeric" minvalue="0" maxvalue="5000" defaultvalue="0" interval="1">
|
|
<Description_ENG>This value determines how much the Teacher Trait increases our "effective" leadership for the purposes of determining whether we have reached the required score to train militia. (See also MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA)
|
|
100 = no effect.
|
|
200 = each level of "TEACHING" will double our effective leadership score. (Expert Teaching = x4!)
|
|
Note: This is only used if Old Trait System is played</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Mobile Militia Training Settings">
|
|
<Description_ENG>These settings control the training of Mobile Militia.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="ALLOW_MOBILE_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Allows creating Mobile Militia groups. These militia can move around the map, fighting any enemies they encounter. They are (normally) more expensive and better trained than Town Militia.</Description_ENG>
|
|
<Description_GER>Diese Einstellung erlaubt der Miliz, sich auf der strategischen Karte zu bewegen.</Description_GER>
|
|
<Description_RUS>Позволяет ополчению передвигаться по стратегической карте.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MOBILE_MILITIA_TRAINING_DELAY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Delay the ability to train Mobile Militia to this day.
|
|
ALLOW_MOBILE_MILITIA must be set to TRUE, otherwise this value has no effect.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NUM_MOBILE_MILITIA_TRAINED_PER_SESSION" datatype="numeric" minvalue="1" maxvalue="32" defaultvalue="0" interval="2">
|
|
<Description_ENG>This is the number of Mobile Militia that will be created when a training session is completed.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MUST_TRAIN_MOBILE_MILITIA" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>This setting determines when and how Mobile Militia are created.
|
|
If set to TRUE, then Mobile Militia must be trained by your mercs, just like Town Militia. They cost a certain amount of money too (see MILITIA_COST_MULTIPLIER_MOBILE).
|
|
If set to FALSE, a group of Mobile Militia will be created for FREE once every few hours, in EVERY CITY you control. (see CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS).</Description_ENG>
|
|
<Description_GER>Erzwingt das Bezahlen und Trainieren mobiler Miliz.</Description_GER>
|
|
<Description_RUS>Принудительная оплата и тренировка мобильного ополчения</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS" datatype="numeric" minvalue="1" maxvalue="96" defaultvalue="0" interval="2">
|
|
<Description_ENG>Will create a new Mobile Militia squad each N hours (12 for example).
|
|
This setting only accepts the following values: 1, 2, 3, 4, 6, 8, 12, 24, 48, 96. Do not use any other values!
|
|
For this setting to have any effect, MUST_TRAIN_MOBILE_MILITIA must be set to FALSE.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the minimum leadership required for training Mobile Militia. Characters with less than this much leadership (after TEACHING trait bonuses, if any) will not be able to train Mobile Militia at all.
|
|
0 = No minimum limit.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>When this is activated, a militia trainer's Leadership will determine how many Mobile Militia are produced in each training session.
|
|
The exact number of militia you produce depends on how far the character's leadership is above the MINIMUM_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA value, and how far it is below the REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA value.
|
|
Characters cannot train less than 1 militia per session, and they cannot train more than the amount set in the "NUM_MOBILE_MILITIA_TRAINED_PER_SESSION" value.
|
|
Only the BEST trainer in the sector determines the number of militia produced. Other trainers, if present, reduce the time it takes to train Mobile militia (as normal) but do NOT increase the number of men trained!</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA" datatype="numeric" minvalue="1" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is the amount of leadership required for training a full-sized mobile militia group. It only works if LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY is also activated.
|
|
Characters with less than this much leadership will train a smaller-than-maximum group. Use NUM_MOBILE_MILITIA_TRAINED_PER_SESSION to determine how many militia are in a "full-sized" group.
|
|
Also note that the TEACHING trait may have an effect on the leadership value of a merc (see related INI setting).
|
|
1 = JA2 Default. All mercs will train a full-sized group.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>If set to TRUE, the quality of newly-trained Mobile Militia depends directly on the Leadership score of the merc who is training them. This only takes into account the best trainer in the sector.
|
|
A merc with 100 Leadership trains only Elite (dark blue) militia. A merc with very low leadership only trains green militia. A merc with 60 Leadership trains an equal number of Greens, Regulars, and Elites.
|
|
Please note that the TEACHER trait can help increase the relative leadership score (see TEACHER_TRAIT_EFFECT_ON_LEADERSHIP).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="PERCENT_MOBILE_MILITIA_ELITES" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determine what percent of a newly trained Roaming Militia group will be made up of Elites. If this number is set above 0, at least 1 Elite will be created in every new group.
|
|
This setting requires LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY to be set to FALSE.
|
|
PLEASE NOTE that PERCENT_MOBILE_MILITIA_ELITES + PERCENT_ROAMING_MILITIA_REGULARS must be 100 or LESS. If together they are below 100, the remaining militia will be Green.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="PERCENT_MOBILE_MILITIA_REGULARS" datatype="numeric" minvalue="0" maxvalue="1000" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determine what percent of a newly trained Roaming Militia group will be made up of Regulars. If this number is set above 0, at least 1 Regular will be created in every new group.
|
|
This setting requires LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY to be set to FALSE.
|
|
PLEASE NOTE that PERCENT_MOBILE_MILITIA_ELITES + PERCENT_ROAMING_MILITIA_REGULARS must be 100 or less. If together they are below 100, the remaining militia will be Green.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Mobile Militia Movement Settings">
|
|
<Description_ENG>These settings change the way that Mobile Militia move around the map.
|
|
Naturally, none of these settings are used unless ALLOW_MOBILE_MILITIA is set to TRUE.</Description_ENG>
|
|
<Description_GER>In dieser Sektion können Sie die globalen Spieleinstellungen verändern.</Description_GER>
|
|
<Description_RUS>Этот раздел отвечает за глобальные игровые настройки.</Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="RESTRICT_ROAMING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If you wish to use Exploration-Based or Dynamic Roaming Restrictions, this setting must be set to TRUE!
|
|
If set to FALSE, Mobile Militia will be allowed to go whereever they want on the strategic map.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If both this and RESTRICT_ROAMING are set to TRUE, allows Mobile Militia to move through any sectors previously visited by the player.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_DYNAMIC_RESTRICTED_ROAMING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>If both this and RESTRICT_ROAMING are set to TRUE, Roaming Militia movement will be restricted depending on the rules set in DynamicRestrictions.XML.
|
|
By default, these rules will allow Militia to patrol the outskirts of liberated cities, as well as any strategically-important areas around those cities. The more cities you conquer, the more areas can be patrolled.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>When set to TRUE, Mobile Militia can move through "minor" city sectors - ones that do not allow local militia training. This includes Omerta, San Mona, Tixa, Orta, and Estoni.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>При включении, ополчение получает возможность проходить через сектора, где нельзя тренировать ополчение - Сан-Мона, Омерта и т.д. </Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines whether Mobile Militia can automatically move into a liberated SAM site sector (and stay there).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
<Property name="ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="1">
|
|
<Description_ENG>Determines whether Mobile Militia can automatically move into a liberated Major City sector (and stay there).</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS />
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Militia Strength Settings">
|
|
<Description_ENG>These settings control the strength of town or mobile militia in tactial combat and autoresolve.</Description_ENG>
|
|
<Description_GER>In dieser Sektion können Sie die Stärke der Milizen verändern.</Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Novice militia strength bonus
|
|
Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can also be
|
|
negative, meaning the militia will be weaker.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Regular militia strength bonus
|
|
Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can also be
|
|
negative, meaning the militia will be weaker.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Veteran militia strength bonus
|
|
Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can also be
|
|
negative, meaning the militia will be weaker.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GREEN_MILITIA_APS_BONUS" datatype="numeric" minvalue="-75" maxvalue="75" defaultvalue="0" interval="1">
|
|
<Description_ENG>Novice militia AP bonus
|
|
Flat bonus to Militiamen Action Points.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_MILITIA_APS_BONUS" datatype="numeric" minvalue="-75" maxvalue="75" defaultvalue="0" interval="1">
|
|
<Description_ENG>Regular militia AP bonus
|
|
Flat bonus to Militiamen Action Points.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VETERAN_MILITIA_APS_BONUS" datatype="numeric" minvalue="-75" maxvalue="75" defaultvalue="5" interval="1">
|
|
<Description_ENG>Veteran militia AP bonus
|
|
Flat bonus to Militiamen Action Points.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GREEN_MILITIA_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Novice militia CTH bonus
|
|
Percentual bonus to Militia total precalculated CtH every shot.
|
|
(100 here means the militia has always CtH doubled.)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_MILITIA_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Regular militia CTH bonus
|
|
Percentual bonus to Militia total precalculated CtH every shot.
|
|
(100 here means the militia has always CtH doubled.)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VETERAN_MILITIA_CTH_BONUS_PERCENT" datatype="numeric" minvalue="-100" maxvalue="500" defaultvalue="0" interval="1">
|
|
<Description_ENG>Veteran militia CTH bonus
|
|
Percentual bonus to Militia total precalculated CtH every shot.
|
|
(100 here means the militia has always CtH doubled.)</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GREEN_MILITIA_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
|
<Description_ENG>Novice militia damage resistance bonus
|
|
Normal and energy damage is reduced by this many percents.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_MILITIA_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
|
<Description_ENG>Regular militia damage resistance bonus
|
|
Normal and energy damage is reduced by this many percents.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VETERAN_MILITIA_DAMAGE_RESISTANCE" datatype="numeric" minvalue="-50" maxvalue="95" defaultvalue="0" interval="1">
|
|
<Description_ENG>Veteran militia damage resistance bonus
|
|
Normal and energy damage is reduced by this many percents.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER" datatype="numeric" minvalue="-5" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>Novice militia equipment quality modifier
|
|
Determines bonus to assigned weapon and gear quality (coolness).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER" datatype="numeric" minvalue="-5" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>Regular militia equipment quality modifier
|
|
Determines bonus to assigned weapon and gear quality (coolness).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER" datatype="numeric" minvalue="-5" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>Veteran militia equipment quality modifier
|
|
Determines bonus to assigned weapon and gear quality (coolness).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Shopkeeper Inventory Settings">
|
|
<Description_ENG>This section controls the inventories of the merchants in Arulco.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="TONY_USES_BOBBY_RAYS_SETTING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Tony uses Bobby Ray's setting (makes his inventory better).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS>Тони использует настройки Боби Рэя (улучшеный ассортимент)</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DEVIN_USES_BOBBY_RAYS_SETTING" datatype="boolean" minvalue="0" maxvalue="0" defaultvalue="0" interval="0">
|
|
<Description_ENG>Devin uses Bobby Ray's setting (makes his inventory better).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS>Дэвин использует настройки Боби Рэя (улучшеный ассортимент)</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="CHANCE_TONY_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away
|
|
for at least a day.) 80 percent is vanilla settings, 100 means Tony will always be home.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
<Section name="Strategic Assignment Settings">
|
|
<Description_ENG>The settings in this section control the behavior of "merc assignments", such as Doctoring, Repairing, and Training.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
<Properties>
|
|
|
|
<Property name="MINUTES_FOR_ASSIGNMENT_TO_COUNT" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The amount time must be on assignment before it can have any effect. Remember that all assignments make this check at the "FULL" hour.
|
|
For instance, if the default is used (45), a character can start work at 13:15 and his work takes effect at the next full hour - 14:00. However, if he starts work at 13:16, he fails the check at 14:00 and his work only takes effect at 15:00.
|
|
If a character goes to sleep/wakes up, his "minutes of work so far" counter is reset to 0.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The minimum skill a character must have to be able to train that skill at all.</Description_ENG>
|
|
<Description_GER>Der Mindestwert, der benötigt wird, um eine Söldnereigenschaft zu trainieren.</Description_GER>
|
|
<Description_RUS>Минимальное значение, необходимое для тренировки умения.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MAX_SKILL_ACHIEVABLE_BY_TRAINING" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The maximum level to which a skill can be raised through training.</Description_ENG>
|
|
<Description_GER>Der Maximalwert, zu dem eine Söldnereigenschaft trainiert werden kann.</Description_GER>
|
|
<Description_RUS>Максимальное значение, до которого умение может быть натренировано.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="TRAINING_RATE_DIVISOR" datatype="numeric" minvalue="1" maxvalue="5000" defaultvalue="0" interval="100">
|
|
<Description_ENG>The divisor for the rate of training, both alone and with an instructor. Reduce this to increase the speed of all PRACTICE and STUDY assignments.</Description_ENG>
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<Description_GER></Description_GER>
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|
<Description_RUS></Description_RUS>
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</Property>
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|
|
|
<Property name="INSTRUCTED_TRAINING_DIVISOR" datatype="numeric" minvalue="100" maxvalue="5000" defaultvalue="0" interval="100">
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|
<Description_ENG>When a merc is being trained by another, we divide the bonus points given by the instructor by this value. The result is used as a bonus to the normal number of points the Student would generate on his own.
|
|
Decrease this value to speed up Student/Teacher training.</Description_ENG>
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<Description_GER></Description_GER>
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<Description_RUS></Description_RUS>
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|
</Property>
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|
|
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<Property name="TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>The training bonus for each level of teaching skill in percentage points. This also applies to training militia.</Description_ENG>
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|
<Description_GER>Der Trainingsbonus für jedes Level der Fertigkeit Lehren (in Prozent).
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|
Wirkt ebenfalls beim Miliztraining.</Description_GER>
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<Description_RUS>Определяет бонус тренеру за каждый уровень умения "обучение" (в процентах)</Description_RUS>
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</Property>
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|
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<Property name="MIN_SKILL_REQUIRED_TO_TEACH_OTHER" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
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|
<Description_ENG>The minimum skill rating that is needed for teaching a fellow teammate.</Description_ENG>
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<Description_GER>Die Mindesthöhe einer Eigenschaft, um ein Teammitglied unterrichten zu können.</Description_GER>
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<Description_RUS>Минимальный размер умения, необходимый для обучения других.</Description_RUS>
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|
</Property>
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|
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|
<Property name="SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>Controls whether the game tries to synchronize sleeping periods of Trainers and Trainees working together.
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|
0 = No sleep synchornization.
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|
2 = If a Trainer has gone to sleep, all of his students will immediately go to sleep.
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|
3 = If all Students have gone to sleep, the Trainer immediately goes to sleep.
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|
1 = Both options on.</Description_ENG>
|
|
<Description_GER />
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|
<Description_RUS>Контролирует синхронизацию сна учителя и ученика
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0 = нет синхронизации.
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|
2 = как только тренер засыпает, ученик тоже ложится спать.
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|
3 = Если все студенты спят, учитель ложится спать.
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|
1 = Обе последних опции.
|
|
</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>Controls whether the game tries to synchronize waking periods of Trainers and Trainees working together.
|
|
0 = No wake synchornization.
|
|
2 = If a Trainer has woken up, all of his students will immediately wake up.
|
|
3 = If all Students have woken up, the Trainer immediately wakes up.
|
|
1 = Both options on.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Контролирует синхронизацию просыпания учителя и ученика
|
|
0 = нет синхронизации.
|
|
2 = как только тренер просыпается, ученик тоже просыпается.
|
|
3 = Если все студенты просыпаются, учитель просыпается.
|
|
1 = Обе последних опции.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REST_IF_NO_TRAINING_PARTNER_AVAILABLE" datatype="numeric" minvalue="0" maxvalue="3" defaultvalue="0" interval="1">
|
|
<Description_ENG>Controls whether Students and Trainers that have no one to work with go into "resting" mode (temporarily) to conserve/replenish their stamina while they wait.
|
|
0 = Disabled.
|
|
2 = If a Trainer is awake but all his students are asleep, he will rest and replenish his Stamina, until at least one Student wakes up.
|
|
3 = If a Student is awake but his trainer is asleep, he will rest and replenish his Stamina, until his trainer wakes up. He will NOT study alone during his rest!
|
|
1 = Both options on.</Description_ENG>
|
|
<Description_GER />
|
|
<Description_RUS>Контролирует восстановление стамины в режиме отдыха.
|
|
0 = Отключено.
|
|
2 = если тренер не спит, хотя все его студенты спят, он отдыхает и восстанавливает стамину, пока кто-нить не проснется.
|
|
3 = Если студенты не спят, когда тренер спит, они восстанавливают стамину, пока учитель не проснется. Он не может учить пока они отдыхают!
|
|
1 = Обе последних опции.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a divisor to the natural hourly healing rate of a character, when he is assigned as "PATIENT" or is currently resting (I.E. assigned to a squad but not traveling).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a divisor to the natural hourly healing rate of a character, when he is assigned to a non-combat job ("DOCTOR", "REPAIR", "TRAINING", etcetera). Also applies if the character is inside any vehicle (even when resting).</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL" datatype="numeric" minvalue="0" maxvalue="20" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a divisor to the natural hourly healing rate of a character, when he is assigned to a squad and is currently traveling.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="DOCTORING_RATE_DIVISOR" datatype="numeric" minvalue="100" maxvalue="5000" defaultvalue="0" interval="100">
|
|
<Description_ENG>When calculating how many Doctoring Points a doctor can generate every hour, we divide the Total number of points he can generate a day by this number.
|
|
Decrease this to make Doctoring go faster.</Description_ENG>
|
|
<Description_GER>Erhöhen Sie diesen Wert, um die Sanitäterpunkte zu verringern - und vice versa.
|
|
Bei einem Wert von 2400 liegt das theoretische Maximum bei 150 Punkten (= volle Heilungspunkte pro Tag).</Description_GER>
|
|
<Description_RUS>Увеличивает или уменьшает PTS доктора при 2400 теоретический максимум в 150 PTS в день.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="HOSPITAL_HEALING_RATE" datatype="numeric" minvalue="1" maxvalue="12" defaultvalue="0" interval="1">
|
|
<Description_ENG>How many points of healing each hospital patients gains per hour in the hospital. A top merc doctor can heal about 4 PTS/hour maximum, but that's spread among patients!</Description_ENG>
|
|
<Description_GER>Dies bestimmt, wie viele Lebenspunkte jeder Krankenhauspatient im Krankenhaus pro Stunde zurückgewinnt.
|
|
Ein guter Söldnerarzt kann etwa 4 Punkte pro Stunde heilen, aber das wird auf alle Patienten verteilt!</Description_GER>
|
|
<Description_RUS>Определяет количество здоровья, восстанавливаемое в час каждым пациентом госпиталя.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY" datatype="numeric" minvalue="0" maxvalue="100" defaultvalue="0" interval="1">
|
|
<Description_ENG>Base medical skill required to deal with an emergency (when a patient has less than 15 health left).</Description_ENG>
|
|
<Description_GER>Basisfähigkeit um mit Notfällen zurecht zu kommen (wenn ein Patient weniger als 15 Lebenspunkte übrig hat).</Description_GER>
|
|
<Description_RUS>Базовый размер умения для оказания помощи при здоровье пациента менее 15 хп.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY" datatype="numeric" minvalue="1" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>This is a multiplier for the minimum medical skill needed for each injury point below 15 health points.</Description_ENG>
|
|
<Description_GER>Dies ist ein Multiplikator der benötigten Eigenschaft für jeden Lebenspunkt niedriger als 15.</Description_GER>
|
|
<Description_RUS>Множитель, определяющий необходимый уровень умения для реанимации, за каждый хп меньше 15.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="POINT_COST_PER_HEALTH_BELOW_OKLIFE" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>The number of Doctoring Points needed to heal each injury point below 15 health.</Description_ENG>
|
|
<Description_GER>Die Zahl der benötigten Einheiten für jeden Punkt niedriger als der Wert von 15 Lebenspunkten.</Description_GER>
|
|
<Description_RUS>Количество PTS необходимых для восстановления каждого хп, меньше 15.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REPAIR_POINT_COST_TO_FIX_WEAPON_JAM" datatype="numeric" minvalue="0" maxvalue="10" defaultvalue="0" interval="1">
|
|
<Description_ENG>The cost in Repair Points to unjam a weapon.</Description_ENG>
|
|
<Description_GER>Die Kosten, um eine blockierte Waffe wieder funktionsfähig zu machen (in Punkten).</Description_GER>
|
|
<Description_RUS>Стоимость расклинивания оружия в PTS ремонта</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REPAIR_RATE_DIVISOR" datatype="numeric" minvalue="500" maxvalue="5000" defaultvalue="0" interval="500">
|
|
<Description_ENG>Increase to reduce repair PTS, or vice versa.</Description_ENG>
|
|
<Description_GER>Erhöhen Sie diesen Wert, um die Raparaturpunkte eines Söldners zu verringern - und vice versa.</Description_GER>
|
|
<Description_RUS>Регулирует PTS для ремонта.</Description_RUS>
|
|
</Property>
|
|
|
|
<Property name="REPAIR_SESSIONS_PER_DAY" datatype="numeric" minvalue="1" maxvalue="96" defaultvalue="0" interval="1">
|
|
<Description_ENG>When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points he character can generate daily, and divide them by this number (normally 24, representing 24 hours).
|
|
A higher value here slows down repair. A lower value speeds it up.</Description_ENG>
|
|
<Description_GER></Description_GER>
|
|
<Description_RUS></Description_RUS>
|
|
</Property>
|
|
|
|
</Properties>
|
|
</Section>
|
|
|
|
</Sections>
|
|
</Settings>
|