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gamedir/Data-1.13/Ja2_Options.INI
T
silversurfer de2d1a6ea4 Feature enhancement: Drop All now allows to use the following settings:
0 = Drop All is off and drop chances are used
1 = Drop All is on and everything is dropped
2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged.

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@2475 4f8fa57e-7814-0410-bad4-adc449f26b7c
2019-04-22 11:13:06 +00:00

4451 lines
257 KiB
INI

;******************************************************************************************************************************
; Jagged Alliance 2 v1.13
;******************************************************************************************************************************
; This file controls various settings which have been added to the game by the 1.13 mod.
;
; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate
; features unique to 1.13.
;
; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change
; something unless you know what you're doing, or are willing to experiment.
;
; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use,
; and contains more detailed descriptions of each setting and its effect.
;
; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning
; when the game is started, but at worst a default value will be used instead of the wrong one.
; If any lines are removed from this file, the game will always use a default value.
;
; Adding new settings requires changing the game's code.
;
;
;------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------
; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes!
;------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------
;
; General Guidelines:
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
; MIN_ATTRIBUTE_POINT <= START_ATTRIBUTE <= MAX_ATTRIBUTE_POINT
;
; MIN_ATTRIBUTE_POINT < MAX_ATTRIBUTE_POINT 1-100 range
;
; MAX_ZERO_BONUS <= MIN_ATTRIBUTE_POINT (no bug, but you can cheat by making it a larger number)
;
; MAX_STRATEGIC_TEAM_SIZE >= 20
;
; MAX_TRAINING_SQUAD_SIZE <= MAX_MILITIA_PER_SECTOR * 2
;
; MAX_MILITIA_PER_SECTOR <= MAX_STRATEGIC_TEAM_SIZE
;
; _MIN_ENEMY_GROUP_SIZE <= MAX_STRATEGIC_TEAM_SIZE
;
; _ELITE_BONUS = 1-100 (percentages)
;
;------------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
;******************************************************************************************************************************
; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### ####
; # # ## # # # # # # # # # # # # ## # # #
; # ## #### # ## #### ### #### # #### #### # # # # ## # ## ####
; # # # # # # # # # # # # # # # # # # # # #
; #### #### # # #### # # # # #### #### #### # # ### # # #### ####
;******************************************************************************************************************************
;******************************************************************************************************************************
[System Limit Settings]
;******************************************************************************************************************************
; These settings control some program limits.
; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; This is the max number of mercs and vehicles you can recruit.
;
; PLEASE NOTE:
; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
; To load any "broken" savegames, simply revert to your original settings.
;------------------------------------------------------------------------------------------------------------------------------
; Player mercs, valid values 16 through 32, default is 24
MAX_NUMBER_PLAYER_MERCS = 32
; Player vehicles, valid values 2 through 6, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 2
;------------------------------------------------------------------------------------------------------------------------------
; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
;------------------------------------------------------------------------------------------------------------------------------
; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 32
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 32
; Rebels (i.e., militia), valid values 16 through 64, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 32
; Civilians, valid values 16 through 40, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 32
;------------------------------------------------------------------------------------------------------------------------------
; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
; 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.
;------------------------------------------------------------------------------------------------------------------------------
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
;------------------------------------------------------------------------------------------------------------------------------
; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-65000, default is 34.
; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE
; regardless of attachments. Values 0-32000, default is 9
; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-65535, default is 99.
;------------------------------------------------------------------------------------------------------------------------------
MAX_ITEM_SIZE = 34
MAX_WEAPON_SIZE = 9
OLD_INVENTORY_ITEM_NUMBER = 99
;------------------------------------------------------------------------------------------------------------------------------
; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
; prone targets (until now, hits were always considered on torso).
; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
; This switch will be removed once this code change has been accepted (or deemed unacceptable).
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TARGET_HEADANDLEG_IFPRONE = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Data File Settings]
;******************************************************************************************************************************
; These settings tell the game where it should get the data it needs for a few SPECIFIC features.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Difficulty-based PROF.DAT
;
; If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
; 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.
;------------------------------------------------------------------------------------------------------------------------------
USE_DIFFICULTY_BASED_PROF_DAT = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; PROFEX (profile externalization)
;
; 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.
; IMPORTANT NOTE: You must have the Profex ACTIVATED to be able to play with the NEW TRAIT SYSTEM!
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, reads "MercProfiles.XML" and "MercOpinions.XML" for profile data.
; If FALSE, reads profile data from PROF.DAT.
READ_PROFILE_DATA_FROM_XML = TRUE
; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
; 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.
WRITE_PROFILE_DATA_TO_XML = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; 0 = Use default drop item system for enemies / militia.
; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia).
;
; INFO: This drop system only takes effect, if you have not choosen "Enemies Drop All Items" in the start new game screen.
;------------------------------------------------------------------------------------------------------------------------------
USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 1
;------------------------------------------------------------------------------------------------------------------------------
; Tells the game to load ja2set.dat.xml (located in the MODs "Data" folder) instead of the old "BinaryData\ja2.set.dat" file
; Must be TRUE if NUM_P_ITEMS (below) is > 3
; If an xml file doesn't exist, setting the value to true will create one.
; Issues have been reported using big maps with this value set to TRUE
; Valid values = TRUE or FALSE, Default = FALSE
;------------------------------------------------------------------------------------------------------------------------------
USE_XML_TILESETS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change the number of PItem graphics files used by the game
; Requires using modified xml version of ja2set.dat for values > 3
; This setting is also dependent on the items.xml file graphics tags, and the actual PItem graphics files
; Do not change this unless you are modding the game, or it will probably break everything!
; Issues have been reported using big maps with values > 3
; Valid value range = 3-20, default = 3
;------------------------------------------------------------------------------------------------------------------------------
NUM_P_ITEMS = 3
; should mercs use the backgrounds
BACKGROUNDS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Recruitment Settings]
;******************************************************************************************************************************
; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Note: There are no longer ini settings for IMP slots. Any slot in MercProfiles.xml with <Type>6</Type> will be used for IMPs.
;------------------------------------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------------------------------------
; The following values deal with the I.M.P "personalized" merc generation.
;------------------------------------------------------------------------------------------------------------------------------
; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
IMP_INITIAL_POINTS = 500
; How low any attribute can go before it drops straight to 0.
IMP_MIN_ATTRIBUTE = 35
; You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
; How high any attribute can be increased.
IMP_MAX_ATTRIBUTE = 85
; The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
; You get this many points for selecting a disability for your IMP.
IMP_BONUS_POINTS_FOR_DISABILITY = 25
; You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 35
; 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.
EXPERTS_GET_DIFFERENT_CHOICES = TRUE
; The financial cost of the created IMP character.
IMP_PROFILE_COST = 3000
; If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
; (i.e. the price of the second IMP character is doubled, of third character tripled etc.)
DYNAMIC_IMP_PROFILE_COST = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The following values deal with M.E.R.C recruitment settings
;------------------------------------------------------------------------------------------------------------------------------
; When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE
; When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
; You can set how many mercs can die this way (in total) at each difficulty level.
;------------------------------------------------------------------------------------------------------------------------------
;Mercs can be on assignment?
; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
MERCS_CAN_BE_ON_ASSIGNMENT = 0
;Can AIM/MERC mercs die while away on other assignments?
MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
; only be recruited for a limited amount of time.
;------------------------------------------------------------------------------------------------------------------------------
SLAY_STAYS_FOREVER = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If SLAY_STAYS_FOREVER is set to FALSE this is the chance that Slay will leave if he is left alone in a sector.
;------------------------------------------------------------------------------------------------------------------------------
SLAY_HOURLY_CHANCE_TO_LEAVE = 15
;------------------------------------------------------------------------------------------------------------------------------
; Recruitable Speck - If set to TRUE, Speck can be hired from MERC website. Hired, he'll no longer appear at Speck Com, but will
; comment on current situation from battlefield if able to (alive and well).
;------------------------------------------------------------------------------------------------------------------------------
RECRUITABLE_SPECK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Recruitable John Kulba - If set to TRUE, Kulba (from Cleveland, Ohio) will appear on MERC website as a hireable merc
; some time after finishing escort tourists quest. He'll have his UB stats and voiceset (+JA2 specific lines).
;------------------------------------------------------------------------------------------------------------------------------
RECRUITABLE_JOHN_KULBA = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Recruitable John Kulba Delay - How many days after escort quest can John Kulba appear on MERC website as a merc.
;------------------------------------------------------------------------------------------------------------------------------
RECRUITABLE_JOHN_KULBA_DELAY = 14
;------------------------------------------------------------------------------------------------------------------------------
; Recruitable Jagged Alliance 1 Natives - If set to TRUE, JA1 native guides will appear on MERC website.
;------------------------------------------------------------------------------------------------------------------------------
RECRUITABLE_JA1_NATIVES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If outstanding debt to MERC exceeds this, Speck will complain on the website.
; Note: this does NOT affect whether MERC goes bankrupt, as this is independent of the amount of debt
;------------------------------------------------------------------------------------------------------------------------------
MERC_BANKRUPT_WARNING = 5000
;------------------------------------------------------------------------------------------------------------------------------
; 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
;------------------------------------------------------------------------------------------------------------------------------
EARLY_REBELS_RECRUITMENT = 3
;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, skills/traits will be shown as tooltip on merc portrait in both AIM & MERC hiring page
;------------------------------------------------------------------------------------------------------------------------------
SHOW_SKILLS_IN_HIRING_PAGE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Should the game use random stats for the mercenaries (AIM, MERC, RPC, EPC and NPC)?
; 0 = do not use random stats (JA2 vanilla setting)
; 1 = full random stats for all profiles based on their "TableData\MercProfiles.xml" values
; 2 = partial random stats for any mercs that have random stats defined (Enabled = 1) in "TableData\RandomStats.xml"
; 3 = build random stats from (BaseAttribute) in "TableData\RandomStats.xml", range determined by level
; hardcoded formula for 3 is BaseAttribute + 4 * EXP + Random(9) + Random(8)
; 4 = full randomization of mercs, including traits, gear kits and all statistics
;
; MERCS_RANDOM_GEAR_KITS: This option only takes effect, if MERCS_RANDOM_STATS = 4
; Set this option to TRUE, so mercs (AIM and MERC) get random gear kits, otherwise they have their original kits.
;
; MERCS_RANDOM_BELL_DISTRIBUTION random values use bell-curve distribution if 'TRUE'; 'FALSE', use uniform distribution
;
; MERCS_RANDOM_STAT_RANGE applicable if MERCS_RANDOM_STATS = 1-2.
; Valid +/- range (0-50)
; For example MERCS_RANDOM_STAT_RANGE = 10,
; Stat = 80 will random between 70-90
; Stat = 95 will random between 90-100 due to 100 maximum limit
; Stat = 5 will random between 1-9 due to 1 minimum limit
; Stat = 0/1/100 will not random
;
; MERCS_RANDOM_EXP_RANGE applicable if MERCS_RANDOM_STATS = 1-3.
; Valid +/- range (0-4)
; For example MERCS_RANDOM_EXP_RANGE = 2,
; Exp = 4 will random between 2-6
; Exp = 8 will random between 7-9 due to 9 maximum limit
; Exp = 2 will random between 1-3 due to 1 minimum limit
; Exp = 1/9 will not random
;------------------------------------------------------------------------------------------------------------------------------
MERCS_RANDOM_STATS = 0
MERCS_RANDOM_GEAR_KITS = TRUE
MERCS_RANDOM_BELL_DISTRIBUTION = TRUE
MERCS_RANDOM_STAT_RANGE = 10
MERCS_RANDOM_EXP_RANGE = 1
;------------------------------------------------------------------------------------------------------------------------------
; Use random starting salaries for mercenaries based on their "TableData\MercProfiles.xml" values? (JA2 Vanilla setting = FALSE)
; If MERCS_RANDOM_START_SALARY set TRUE, MAX_MODIFIER is the allowed +/- random percentage range (0-100, default = 30)
;------------------------------------------------------------------------------------------------------------------------------
MERCS_RANDOM_START_SALARY = TRUE
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
[Financial Settings]
;******************************************************************************************************************************
; Use these settings to change the financial difficulty of the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Increases or decreases (by percentage) the amount of cash that mines generate every day.
;
; 100% = normal JA2 profits.
; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
; This value goes all the way up to 65535%, but that's not recommended.
;------------------------------------------------------------------------------------------------------------------------------
MINE_INCOME_PERCENTAGE = 100
;------------------------------------------------------------------------------------------------------------------------------
; Increases the percentage that the merc salaries rise when they go one experience level up
; (hardcoded salary maximum 30k per day or 500k per one or two weeks)
; 0 = no raise
; 25 = default setting
; 100 = double salary every level up
;------------------------------------------------------------------------------------------------------------------------------
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
;------------------------------------------------------------------------------------------------------------------------------
; If MINE_REQUIRES_WORKERS is TRUE, mine income also depends on the number or workers employed in a town.
; The maximum number of workers for each sector can be set in SectorNames.xml.
; For mine income, the total sum of all workers in a town are used, once a town employs it's maximum of workers, this modifier
; is at a 100%.
;------------------------------------------------------------------------------------------------------------------------------
MINE_REQUIRES_WORKERS = FALSE
; When we liberate a a sector for the first time, this is the rate of workers present. Values from 0.0 to 1.0.
WORKERRATE_PRESENT_INITIALLY = 0.25
; the cost of training a single worker
WORKER_TRAINING_COST = 30
; the amount of worker training points needed to train a worker, the amount a trainer generates can be seen on their portrait
WORKER_TRAINING_POINTS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable the ability to sell unneeded equipment to the locals.
;
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
; FALSE Turns off the option.
;
; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are -1-100.
; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
; larger modifier.
; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
; in the game.
;------------------------------------------------------------------------------------------------------------------------------
SELL_ITEMS_WITH_ALT_LMB = TRUE
SELL_ITEMS_PRICE_MODIFIER = 10
;------------------------------------------------------------------------------------------------------------------------------
; Various costs of training Militia.
;------------------------------------------------------------------------------------------------------------------------------
; Basic cost of training Militia (Green / Rookie)
MILITIA_BASE_TRAINING_COST = 750
; Multiplier for the price of promoting Green Militia to Regular (Light-Blue).
MILITIA_COST_MULTIPLIER_REGULAR = 1
; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue).
; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
MILITIA_COST_MULTIPLIER_ELITE = 2
;------------------------------------------------------------------------------------------------------------------------------
; Daily prices for maintaining one militiaman of each type.
;
; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia
; will leave your service.
;
; Only militia who have been in your service for 24 hours are paid!
;------------------------------------------------------------------------------------------------------------------------------
DAILY_MILITIA_UPKEEP_TOWN_GREEN = 10
DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 20
DAILY_MILITIA_UPKEEP_TOWN_ELITE = 30
;------------------------------------------------------------------------------------------------------------------------------
; Change the cost of helicopter movement PER SECTOR.
;------------------------------------------------------------------------------------------------------------------------------
;Cost for moving through sectors that are free of enemy SAM Site control.
HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
;Cost for moving through sectors that are being controlled by an enemy SAM Site.
HELICOPTER_BASE_COST_PER_RED_TILE = 1000
;------------------------------------------------------------------------------------------------------------------------------
; Change the cost of helicopter hovering in sector.
;------------------------------------------------------------------------------------------------------------------------------
;Cost for hovering in sectors that are free of enemy SAM Site control.
HELICOPTER_HOVER_COST_ON_GREEN_TILE = 50
;Cost for hovering in sectors that are being controlled by an enemy SAM Site.
HELICOPTER_HOVER_COST_ON_RED_TILE = 500
;If TRUE, player will have to pay Skyrider even if he returns to base automatically - no more hovering until he runs out of fuel to save money.
HELICOPTER_RETURN_TO_BASE_IS_NOT_FREE = FALSE
;If TRUE, Skyrider will demand money only after safely landing in base.
HELICOPTER_PAY_SKYRIDER_IN_BASE = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Troubleshooting Settings]
;******************************************************************************************************************************
; Use these settings to possibly prevent lock-ups and crashes.
; This section also contains some error-reporting settings.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Time in seconds for DeadLock delay, default 30.
; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision).
; Do not set this too low, or it may cause enemies to become useless!
;------------------------------------------------------------------------------------------------------------------------------
DEAD_LOCK_DELAY = 30
;------------------------------------------------------------------------------------------------------------------------------
; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Automatically save the game every N GAME-hours. 0 = disable.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_SAVE_EVERY_N_HOURS = 12
;******************************************************************************************************************************
;******************************************************************************************************************************
[Graphics Settings]
;******************************************************************************************************************************
; Change basic video/graphics settings.
; These settings do not affect gameplay at all, only the visual aspect of the game.
;******************************************************************************************************************************
; If disabled the game will run faster.
VERTICAL_SYNC = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Controls animation speed for faster movements in battle
; 1.0 = normal
; 0 = max speed
; Range: 0-1.0 (fractions are allowed)
;------------------------------------------------------------------------------------------------------------------------------
PLAYER_TURN_SPEED_UP_FACTOR = 1.0
ENEMY_TURN_SPEED_UP_FACTOR = 1.0
CREATURE_TURN_SPEED_UP_FACTOR = 1.0
MILITIA_TURN_SPEED_UP_FACTOR = 1.0
CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0
;------------------------------------------------------------------------------------------------------------------------------
; Allows to modify scroll speed in tactical view
; Range: 0.5 - 2.0, default is 1.0
;------------------------------------------------------------------------------------------------------------------------------
SCROLL_SPEED_FACTOR = 1.0
;------------------------------------------------------------------------------------------------------------------------------
; Should the game use the externalized sector loadscreens?
; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml.
; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.
;------------------------------------------------------------------------------------------------------------------------------
USE_EXTERNALIZED_LOADSCREENS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Show hints on the loadscreen?
; If set to TRUE, the game will sho tips from in TableData\LoadScreenHints.xml.
;------------------------------------------------------------------------------------------------------------------------------
USE_LOADSCREENHINTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This is the additional delay (in seconds) the loadscreen will be visible to read the loadscreen hints.
; The delay will only be used if USE_LOADSCREENHINTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
ADDITIONAL_DELAY_UNTIL_LOADSCREEN_DISPOSAL = 2
;------------------------------------------------------------------------------------------------------------------------------
;New Starting Gear Interface
;This will enable the 21 item view in the AIM page and the possibility to select gearkits
;If set to FALSE, the game will use the original AIM page and 21 item view and gearkit selection are disabled (1st kit is used)
;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection
;------------------------------------------------------------------------------------------------------------------------------
USE_NEW_STARTING_GEAR_INTERFACE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Should the queen's army avoid recruiting Female soldiers?
; If set to TRUE, female enemies will only occur as Elites in the army.
;------------------------------------------------------------------------------------------------------------------------------
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; New thin progress bar in tactical interface for turns is drawn instead of the default one.
;------------------------------------------------------------------------------------------------------------------------------
SMALL_SIZE_PB = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, roof structures (e.g. sandbags) above explored rooms will be hidden at ground level view
;------------------------------------------------------------------------------------------------------------------------------
HIDE_EXPLORED_ROOM_ROOF_STRUCTURES = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Sound Settings]
;******************************************************************************************************************************
; Change the volume and behavior of sounds in JA2 1.13.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Change to increase volume for weapon sounds
; Range: 0-1000%
; 0 = no change
; 1000 = max volume
;------------------------------------------------------------------------------------------------------------------------------
WEAPON_SOUND_EFFECTS_VOLUME = 0
;------------------------------------------------------------------------------------------------------------------------------
; This parameter sets the threshold for using silenced weapons sounds. The weapon noise level has to be below this to play
; the silenced sound. For example if you use a Pistol Suppressor which provides 75% noise reduction your remaining noise level
; is 25%. Valid values are from 0 (never play silenced sound) to 100 (always play silenced sound). Default is 35.
;------------------------------------------------------------------------------------------------------------------------------
MAX_PERCENT_NOISE_SILENCED_SOUND = 35
;******************************************************************************************************************************
;******************************************************************************************************************************
; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### ####
; # # # # # # # # # # # # # # # ## # # #
; # #### # # # # #### # #### #### # # # # ## # ## ####
; # # # # # # # # # # # # # # # # # # # #
; # # # #### # ### #### # # #### #### #### # # ### # # #### ####
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Interface Settings]
;******************************************************************************************************************************
; These settings change the user interface in the TACTICAL screen.
; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of
; combat (when all enemies are dead).
; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed.
;------------------------------------------------------------------------------------------------------------------------------
REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This section controls the behavior of the "SHIFT + F" hotkey.
; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons.
;------------------------------------------------------------------------------------------------------------------------------
; Set this to false to keep weapons loaded.
; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode.
SHIFT_F_UNLOAD_WEAPONS = TRUE
; Set this to false to keep item attachments.
; Unseparable attachments will not be removed.
SHIFT_F_REMOVE_ATTACHMENTS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N".
; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses
; he's got during the day.
; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
;------------------------------------------------------------------------------------------------------------------------------
SMART_GOGGLE_SWAP = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles.
; When FALSE, these hotkeys will only swap goggles for the currently selected squad.
;------------------------------------------------------------------------------------------------------------------------------
GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located.
; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking
; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
;------------------------------------------------------------------------------------------------------------------------------
AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", an animation will be played on the ground near any armed time bomb to warn the player of immediate danger.
;------------------------------------------------------------------------------------------------------------------------------
TIME_BOMB_WARNING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before.
;------------------------------------------------------------------------------------------------------------------------------
MINES_SPOTTED_NO_TALK = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE" your merc won't says anything and want stop when spotting an item in turn based mode.
;------------------------------------------------------------------------------------------------------------------------------
ITEMS_SPOTTED_NO_TALK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", mercs can exit sector using grid exit in turn based mode, default behaviour.
; This setting does not affect leaving sectors on map edges
;------------------------------------------------------------------------------------------------------------------------------
GRID_EXIT_IN_TURNBASED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
; If set to "FALSE", the mercs will not stand up after the battle.
;------------------------------------------------------------------------------------------------------------------------------
STAND_UP_AFTER_BATTLE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Enable/disable the ability to give commands to Militia during TACTICAL mode.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TACTICAL_MILITIA_COMMAND = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Use the Enhanced Description Box instead of the old one?
; 0 = Both Strategic and Tactical
; 1 = Strategic only
; 2 = Tactical only
; Use the in-game Options Menu to turn the E.D.B on and off.
;------------------------------------------------------------------------------------------------------------------------------
USE_ENHANCED_DESCRIPTION_BOX = 0
;------------------------------------------------------------------------------------------------------------------------------
; Toggles new targeting cursors for Burst and Autofire.
; 0 = No new targeting cursors.
; 1 = New Burst and Autofire targeting cursors
; 2 = New Burst targeting cursor only
; 3 = New Autofire targeting cursor only
;------------------------------------------------------------------------------------------------------------------------------
USE_NEW_BURST-AUTO_TARGETING_CURSORS = 1
;------------------------------------------------------------------------------------------------------------------------------
; Set default number of autofire bullets:
; 0 = Max bullets allowed with max aiming
; 1..10 = Set default number of bullets
;------------------------------------------------------------------------------------------------------------------------------
SET_DEFAULT_AUTOFIRE_BULLETS_SMG = 1
SET_DEFAULT_AUTOFIRE_BULLETS_AR = 1
SET_DEFAULT_AUTOFIRE_BULLETS_MG = 1
;------------------------------------------------------------------------------------------------------------------------------
; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
; character will see the exact results.
;------------------------------------------------------------------------------------------------------------------------------
INACCURATE_CTH_READOUT = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's
; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets
; left is completely hidden.
; Increasing this value will make it harder to give an accurate bullet count during battle.
; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is
; displayed as normal.
;------------------------------------------------------------------------------------------------------------------------------
HIDE_BULLET_COUNT_INTENSITY = 75
;------------------------------------------------------------------------------------------------------------------------------
; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution.
; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions.
;------------------------------------------------------------------------------------------------------------------------------
MAXIMUM_MESSAGES_IN_TACTICAL = 36
;------------------------------------------------------------------------------------------------------------------------------
; If "Show Face gear graphics" is enabled in the option screen, you can choose from 4 different icon styles (Range: 0 - 3).
; 0 = Data\Interface\PORTRAITICONS_A.STI
; 1 = Data\Interface\PORTRAITICONS_B.STI
; 2 = Data\Interface\PORTRAITICONS_C.STI
; 3 = Data\Interface\PORTRAITICONS_D.STI
;------------------------------------------------------------------------------------------------------------------------------
TACTICAL_FACE_ICON_STYLE = 0
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you see camouflaged portraits of your merc if they were any camo.
; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait.
;------------------------------------------------------------------------------------------------------------------------------
SHOW_CAMOUFLAGE_FACES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Show health text when hovering the mouse over an enemy / creature.
; 0 - do not show
; 1 - show health as text
; 2 - show health bar
; 3 - show health + ap
; 4 - show health + ap + shock
; 5 - show health + ap + shock + morale
; 6 - show health + ap + shock + morale + bp
;------------------------------------------------------------------------------------------------------------------------------
SHOW_ENEMY_HEALTH = 1
;------------------------------------------------------------------------------------------------------------------------------
; If enabled, you see the health and fatigue bar when hovering over your mercs, and on the currently selected merc.
; Alt health bar additionally shows suppression shock level and current cover
; 0 - nothing
; 1 - default health bar
; 2 - alt health bar
; 3 - alt health bar + AP counter
;------------------------------------------------------------------------------------------------------------------------------
SHOW_HEALTHBARSOVERHEAD = 1
;------------------------------------------------------------------------------------------------------------------------------
; How should the game display the enemy/player hit counter?
; 0 = Show damage inflicted as used to
; 1 = Show "?" as indicator if you scored a hit
; 2 = Do not show anything at all (If you scored a hit you need to tell by target's reaction)
; 3 = Show damage as white asterisks (scale is >0, >10, >30, >60, >100)
; 4 = Show damage as red asterisks
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_HIT_COUNT = 0
PLAYER_HIT_COUNT = 0
;------------------------------------------------------------------------------------------------------------------------------
; Show additional hit info: amount of damage absorbed by armour
;------------------------------------------------------------------------------------------------------------------------------
SHOW_HIT_INFO = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Show additional info in NCTH cursor (press ALT)
; 0 - default cursor
; 1 - show enemy armour
; 2 - show armour, weapons and head items
;------------------------------------------------------------------------------------------------------------------------------
ADDITIONAL_NCTH_CURSOR_INFO = 0
;------------------------------------------------------------------------------------------------------------------------------
; Visual improvements for NCTH cursor:
; 0 - default cursor
; 1 - improved cursor: show extended AP info, laser dot, scope mode icon, limit maximum displayed aperture size (100)
; 2 - compact cursor: aiming level as numbers, limit displayed autofire bullets (10), limit maximum displayed aperture size (50)
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_NCTH_CURSOR = 0
;------------------------------------------------------------------------------------------------------------------------------
; Show additional suppression information above soldier:
; light gray counter - suppression points from attack (they are calculated and shown after attack)
; yellow - shock points from attack
; blue - AP lost from attack
; green - number of morale hit events from attack
; 0 = do not show
; 1 = show after damage counter
; 2 = show above soldier
; if SHOW_SUPPRESSION_COUNT_ALT = TRUE, current suppression points are shown above soldier (this works during attack)
; if SHOW_SUPPRESSION_USE_ASTERISK = TRUE, asterisks are used instead of numbers
; if SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE, only one asterisk will be displayed for each type of suppression effect
;------------------------------------------------------------------------------------------------------------------------------
SHOW_SUPPRESSION_COUNT = 0
SHOW_SHOCK_COUNT = 0
SHOW_AP_COUNT = 0
SHOW_MORALE_COUNT = 0
SHOW_SUPPRESSION_USE_ASTERISK = FALSE
SHOW_SUPPRESSION_SCALE_ASTERISK = FALSE
SHOW_SUPPRESSION_COUNT_ALT = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon,
; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes
; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button
; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_EXT_MOUSE_KEYS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Allow alternate mouse commands
; This option inverts mousewheel for changing stance with ALT+mousewheel and adds some new mouse actions for wheel and buttons
; For more infos see Document "Docs\Manuals\JA2_113_Alternate_Mouse_Commands.xlsx".
;------------------------------------------------------------------------------------------------------------------------------
ALTERNATE_MOUSE_COMMANDS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Quick items: press ALT+[1..0]
; Possible Values:
; [0] - nothing
; [-1] - HTH (punch)
; [-2] - Melee (knives)
; [-3] - Taser (Stun gun)
; [-4] - Handcuffs
; [-5] - Sidearm (pistols, machine pistols, small SMGs)
; [-6] - First Aid kits
; [-7] - Binoculars
; [-8] - X-Ray detector
; [-9] - Metal Detector
; Positive values: item id from items.xml
;------------------------------------------------------------------------------------------------------------------------------
QUICK_ITEM_1 = -1
QUICK_ITEM_2 = -2
QUICK_ITEM_3 = -3
QUICK_ITEM_4 = -4
QUICK_ITEM_5 = -5
QUICK_ITEM_6 = -6
QUICK_ITEM_7 = -7
QUICK_ITEM_8 = -8
QUICK_ITEM_9 = -9
QUICK_ITEM_0 = 1636
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Alternative aiming-levels for targets.
;------------------------------------------------------------------------------------------------------------------------------
ALT_AIMING_ENABLED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; The merc can now perform aimed burst fire and aimed auto fire.
; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
; no use in firing more then 3 rounds due to low CtH for the last bullets. Aiming is performed by the mouse scrolling wheel.
; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
;
; If mousewheel does not work for aiming, alternative method via [,] (comma) to increase aim.
;------------------------------------------------------------------------------------------------------------------------------
USE_AIMED_BURST = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 2
; The value is a multiplier for the auto fire penalty and burst penalty. Is needed to balance the aimed burst and aimed auto fire.
; 2 is an optimal recommended value.
;------------------------------------------------------------------------------------------------------------------------------
AIMING_BURST_PENALTY = 2
;------------------------------------------------------------------------------------------------------------------------------
; Default: TRUE
; Disable visibility of enemy, if they see militia but don't see our mercs.
;------------------------------------------------------------------------------------------------------------------------------
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to
; make it lower for silencer and to make it higher for suppressor.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WEAR_SUPPRESSOR = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Unnamed civils don't make much actions when you fire. For faster civils turns.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_LAZY_CIVILIANS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Neutral civilians can detect and avoid mines planted by player
;------------------------------------------------------------------------------------------------------------------------------
CIVILIANS_AVOID_PLAYER_MINES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Additional civilians can be placed in maps via Lua scripts, see Scripts/strategicmap.lua: HandleSectorTacticalEntry()
; It is also possible to place new merchants (that don't require a NPC profile) this way, see the same file
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_EXTRA_CIVILIANS = FALSE
; Allow placing of new merchants
; Note: this requires ALLOW_EXTRA_CIVILIANS to be TRUE
ALLOW_EXTRA_MERCHANTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Add small smoke after explosion (only outdoor, not underground, only regular type explosion)
;------------------------------------------------------------------------------------------------------------------------------
ADD_SMOKE_AFTER_EXPLOSION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Added attachments explode if they have usItemClass 256 or 512 (grenade or explosive), have ubVolatility>0 and
; one of attachments is rubber band or duct tape
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_EXPLOSIVE_ATTACHMENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Allow special explosive attachments (items with tags <GasCan>, <Marbles> and <Alcohol> add special explosion effects)
; one of attachments must be rubber band or duct tape
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_SPECIAL_EXPLOSIVE_ATTACHMENTS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; All hand/GL grenades of Normal/Stun/Flashbang type without <fExplodeOnImpact> tag
; will detonate on next turn instead of instant explosion
;------------------------------------------------------------------------------------------------------------------------------
DELAYED_GRENADE_EXPLOSION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 100
; Chance to say annoying phrase.
; 1. when merc see item.
; 2. when battle turns to real time
; 3. when merc see enemy
; 4. approve action
; 5. out of ammo and gun's magsize < 5
;------------------------------------------------------------------------------------------------------------------------------
CHANCE_SAY_ANNOYING_PHRASE = 40
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles)
; he turn on RED ALERT alarm.
;------------------------------------------------------------------------------------------------------------------------------
NEW_AI_TACTICAL = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; AI tweaks and improvements
;------------------------------------------------------------------------------------------------------------------------------
; allow AI to shoot more often for suppression in OCTH by faking minimum CTH=1
; for autofire capable weapons
AI_EXTRA_SUPPRESSION = FALSE
; less aggressive AI morale with some additional tweaks
AI_NEW_MORALE = FALSE
; AI will try to avoid enemy sight, fresh corpses and overcrowded locations
AI_BETTER_COVER = FALSE
; disabled by default as it can be time consuming when playing covert
; and doesn't make much sense anyway since in YELLOW state AI doesn't know exact enemy locations
AI_YELLOW_FLANKING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Default: 3
; Penalty (in %) on tile when you shot in head (for enemy and mercs).
;------------------------------------------------------------------------------------------------------------------------------
SHOT_HEAD_PENALTY = 4
;------------------------------------------------------------------------------------------------------------------------------
; Default: 2
; Modifer of damage when hit in head (for enemy and mercs).
;------------------------------------------------------------------------------------------------------------------------------
SHOT_HEAD_MULTIPLIER = 2
;------------------------------------------------------------------------------------------------------------------------------
; Default: 0
; Penalty on shoot when you don't see targets (when other merc\militia see enemy). Enabled only for mercs.
;------------------------------------------------------------------------------------------------------------------------------
SHOOT_UNSEEN_PENALTY = 100
; This divisor for shooting at enemies that are out of range will cause a penalty to CTH (only applies to OCTH)
OUT_OF_SIGHT_OR_GUN_RANGE = 2
;------------------------------------------------------------------------------------------------------------------------------
; In turnbased combat, do not automatically change animation from 'running' to 'standing' after arriving at target lcoation (same for walking etc.)
; This saves AP if we decide to immediately continue moving to another location.
;------------------------------------------------------------------------------------------------------------------------------
NO_STANDING_ANIM_ADJUSTMENT_IN_COMBAT = TRUE
; if TRUE, changing items in the inventory costs AP
INVENTORY_MANIPULATION_COSTS_AP = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If inventory manipulation costs are activated this modifier affects the item weight based AP calculations.
; valid values from 1.0 to 100
;------------------------------------------------------------------------------------------------------------------------------
INV_AP_WEIGHT_DIVISOR = 5
;------------------------------------------------------------------------------------------------------------------------------
; Default: TRUE
; Automatically close tactical inventory screen and return to team panel when Player ends his turn.
;------------------------------------------------------------------------------------------------------------------------------
AUTO_COLLAPSE_INVENTORY_ON_TURN_END = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: TRUE
; Don't create new squad for every passenger leaving vehicle, instead add him for any squad with empty slot (vanilla: FALSE).
;------------------------------------------------------------------------------------------------------------------------------
ADD_PASSENGER_TO_ANY_SQUAD = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Default: FALSE
; Automatically switch to passenger's squad when leaving vehicle (vanilla: TRUE).
;------------------------------------------------------------------------------------------------------------------------------
PASSENGER_LEAVING_SWITCH_TO_NEW_SQUAD = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Difficulty Settings]
;******************************************************************************************************************************
; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Bonus for the player's mercs
; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
; Do not set this higher than 50.
;------------------------------------------------------------------------------------------------------------------------------
PLAYER_AP_BONUS = 0
;------------------------------------------------------------------------------------------------------------------------------
; Enemy CtH bonus
; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat.
; "0" means <no change>, 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
; current shot, he has 60% instead).
;------------------------------------------------------------------------------------------------------------------------------
; values represent percentual increase
ADMIN_CTH_BONUS_PERCENT = 0
REGULAR_CTH_BONUS_PERCENT = 0
ELITE_CTH_BONUS_PERCENT = 10
;------------------------------------------------------------------------------------------------------------------------------
; Enemy item quality modifiers
; These settings modify coolness value for enemy item selection. Valid values are from -5 to 10
; Default is 0
;------------------------------------------------------------------------------------------------------------------------------
ADMIN_EQUIPMENT_QUALITY_MODIFIER = 0
REGULAR_EQUIPMENT_QUALITY_MODIFIER = 0
ELITE_EQUIPMENT_QUALITY_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; Enemy damage resistance bonus
; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
; punches will be reduced by as many percent as you set here.
; The setting also reduce the breath (aka energy) damage inflicted.
; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
;------------------------------------------------------------------------------------------------------------------------------
; values represent percentual reduction
ADMIN_DAMAGE_RESISTANCE = 0
REGULAR_DAMAGE_RESISTANCE = 0
ELITE_DAMAGE_RESISTANCE = 10
;------------------------------------------------------------------------------------------------------------------------------
; These options determine if the game skill traits should be also available to enemies or militia
;
; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
; The actual chance the enemies/militia will gain a skill trait is based on:
; 1) Type of soldier (admin/regular/elite)
; 2) Current game progress
; 3) Special equipment (for certain traits only)
; 4) ASSIGNED_SKILL_TRAITS_RARITY setting
; 5) Random factor
;
; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
; will be more efficient with their weapons
;------------------------------------------------------------------------------------------------------------------------------
ASSIGN_SKILL_TRAITS_TO_ENEMY = TRUE
ASSIGN_SKILL_TRAITS_TO_MILITIA = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
; You can enter values from -100 to 100.
; Negative values represent lesser chance of assigning traits to non-merc soldiers.
; Possitive values represent bigger chance for traits to appear.
; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)
;------------------------------------------------------------------------------------------------------------------------------
ASSIGNED_SKILL_TRAITS_RARITY = 0
;------------------------------------------------------------------------------------------------------------------------------
; This controls whether NPCs drop all their items when they are killed or the drop chances etc. come into play.
; 0 = Drop All is off and drop chances are used
; 1 = Drop All is on and everything is dropped
; 2 = Mild Drop All which means that everything is dropped (like 1) but items that are usually not dropped (like 0) are severely damaged.
;------------------------------------------------------------------------------------------------------------------------------
DROP_ALL = 0
;------------------------------------------------------------------------------------------------------------------------------
; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
; 0 = JA2 Default. Militia can't drop any equipment.
; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
; 2 = Militia can drop their equipment regardless of who killed them.
;
; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
; (or none at all).
;------------------------------------------------------------------------------------------------------------------------------
MILITIA_DROP_EQUIPMENT = 0
;------------------------------------------------------------------------------------------------------------------------------
; This setting determines whether civilians drop all items when they die. This includes unarmed civilians as well as
; faction NPCs like Kingpin's goons. This will make items drop that are marked "undroppable" by the map creator.
;------------------------------------------------------------------------------------------------------------------------------
CIVILIANS_DROP_ALL = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Can NPCs in autoresolve (enemies, militia, bandits, creatures...) drop items like they would in tactical combat?
; The drops still follow set drop mechanics and probabilities.
;------------------------------------------------------------------------------------------------------------------------------
NPC_AUTORESOLVE_DROP_ALL = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
; number of "sub-points" you need to acquire to gain a new level.
;
; JA2 defaults are:
; Skills: 25 Sub-Points to advance
; Includes Marksmanship, Mechanical, Explosives, Medical, and Leadership.
; Attribs: 50 Sub-Points to advance
; Includes Health, Strength, Wisdom, Dexterity, and Agility.
; ExpLevel: 350 Sub-Points (times the current experience level) to advance.
;
; Double the values, and progression will become twice as slow. Halve them, you'll gain points twice as fast.
; Please note that an ExpLevel value of more than 6500 will be counted as 6500!!
;
; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
; campaign, or suffer(??) the consequences!!
;------------------------------------------------------------------------------------------------------------------------------
; Attributes
HEALTH_SUBPOINTS_TO_IMPROVE = 50
STRENGTH_SUBPOINTS_TO_IMPROVE = 50
WISDOM_SUBPOINTS_TO_IMPROVE = 50
DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
AGILITY_SUBPOINTS_TO_IMPROVE = 50
; Skills
MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
MEDICAL_SUBPOINTS_TO_IMPROVE = 25
LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
; Experience
LEVEL_SUBPOINTS_TO_IMPROVE = 350
;------------------------------------------------------------------------------------------------------------------------------
; Real Time Sneaking Setting
;
; While observing enemies in real time, the player may enter turn-based at will.
; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
; inactive if RT sneaking is disabled.
; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
; turn-based will continue until the player no longer sees any enemies.
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, disables some potentially annoying messages during real-time sneaking mode
QUIET_REAL_TIME_SNEAK = FALSE
; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP.
;
; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield.
; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
; 1 = Both options on.
;
; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly.
; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE.
;------------------------------------------------------------------------------------------------------------------------------
REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 1
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no
; one else will accidentally step on that mine.
;------------------------------------------------------------------------------------------------------------------------------
MILITIA_CAN_PLACE_FLAGS_ON_MINES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Civilian/Militia hostility settings.
;
; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the
; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
;------------------------------------------------------------------------------------------------------------------------------
; If FALSE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if other civilians are killed.
; Use this to prevent situations where you have to kill all civilians if you unintentionally hurt one civilian.
CAN_TRUE_CIVILIANS_BECOME_HOSTILE = FALSE
; 0 = Militia will never become hostile to you, no matter what you do to them.
; 1 = Militia will only become hostile to you if you kill one of them.
; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
CAN_MILITIA_BECOME_HOSTILE = 1
;------------------------------------------------------------------------------------------------------------------------------
; Mercs strength during autoresolve.
; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit
; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
; would be much more capable of surviving and killing.
;------------------------------------------------------------------------------------------------------------------------------
MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 15
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 30
;------------------------------------------------------------------------------------------------------------------------------
; Enemy Ambushes
; This setting allows a chance an enemy group ambush player's squad.
; The chance is based on many factors:
; * Game difficulty.
; * Whether you know if the enemy is there or not.
; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
; mean higher chance).
; * Highest level amongst the mercs in your squad.
; * Some other small circumstances.
; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
; If you like to play vanilla JA2 style, set this to FALSE.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = TRUE
; With this setting, you can make the chance bigger (by positive value) or smaller (by negative)
; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
; If set to TRUE and mercs are ambushed, they won't start clustered in one location and looking in one direction.
; Instead they will be spread around the map central entry point, no more than AMBUSH_MERCS_SPREAD_RADIUS tiles away, and all looking outwards.
; If one of your team has high enough leadership and Squadleader trait, you will be able to deploy your mercs in that zone prior to entering the sector.
AMBUSH_MERCS_SPREAD = TRUE
AMBUSH_MERCS_SPREAD_RADIUS = 10
; If set to 1 and mercs are ambushed, enemies nearer than AMBUSH_MERCS_SPREAD_RADIUS to the map central entry point will instead be distributed more outward:
; They will be placed around that point, not closer than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 and not further away than AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 tiles.
; These radii will be modified by your team's experience, scout trait and backgroun values.
; They will face the center entry point (and thus the mercs).
; If set to 2, all enemies will be placed that way, not just those nearer than AMBUSH_MERCS_SPREAD_RADIUS.
AMBUSH_ENEMY_ENCIRCLEMENT = 1
AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1 = 25
AMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2 = 50
;------------------------------------------------------------------------------------------------------------------------------
; With this option, you can make the special NPCs in game tougher.
; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
; The value gives them following bonuses:
; 1) APs bonus (+ value/4 APs)
; 2) CtH bonus (actual CtH = (CtH * value/100))
; 3) Damage resistance (+ value/2 %)
; 4) Breath(energy) damage resistance (+ value %)
; 5) They are worth more experiences for mercs if killed
;
; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they
; are special.
; The setting can be from 0 to 200. (+-100 is recommended for good effect.)
;------------------------------------------------------------------------------------------------------------------------------
SPECIAL_NPCS_STRONGER = 75
; Should Kingpin's hitmen (and woman) be disguised? They will wear random clothes and it'll be harder to find them
ASSASSINS_DISGUISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Enemy Assassins
; Should the queen send out assassins that mix among your militia? These non-NPCs work like kingpin's hitmen and use the covert ops trait
; new trait system is required for this, and new inventory is system is heavily advised
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: assassins can appear
ENEMY_ASSASSINS = FALSE
; minimum progress required for assassins to appear
ASSASSIN_MINIMUM_PROGRESS = 20
; assassins can only spawn if at least x militia are in sector
ASSASSIN_MINIMUM_MILITIA = 10
; this modifies propability of assassins showing up. 100 means that if there are MAX_NUMBER_MILITIA_IN_TACTICAL militia in the
; sector, there is a 10% chance of assassins showing up
; 200 means that the chance is 20%, 50 means 5%, and so on
ASSASSIN_PROPABILITY_MODIFIER = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Vision Settings]
;******************************************************************************************************************************
; These settings change the sight distance of all characters in the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Base sight range for every person in the game. This value is automatically multiplied by 2!
; JA2 Default is 13.
; Range: 0-255
;------------------------------------------------------------------------------------------------------------------------------
BASE_SIGHT_RANGE = 14
;------------------------------------------------------------------------------------------------------------------------------
;Modifiers to the sight range in various light conditions. 0 = brightest, 15 = darkest
;Important points:
;3: normal day
;8: mid dawn
;12: normal night time
;values are in percent
;Range: 1-100
;------------------------------------------------------------------------------------------------------------------------------
BRIGHTNESS_MOD_0 = 80
BRIGHTNESS_MOD_1 = 86
BRIGHTNESS_MOD_2 = 93
BRIGHTNESS_MOD_3 = 100
BRIGHTNESS_MOD_4 = 94
BRIGHTNESS_MOD_5 = 88
BRIGHTNESS_MOD_6 = 82
BRIGHTNESS_MOD_7 = 76
BRIGHTNESS_MOD_8 = 70
BRIGHTNESS_MOD_9 = 64
BRIGHTNESS_MOD_10 = 58
BRIGHTNESS_MOD_11 = 51
BRIGHTNESS_MOD_12 = 43
BRIGHTNESS_MOD_13 = 30
BRIGHTNESS_MOD_14 = 17
BRIGHTNESS_MOD_15 = 9
;------------------------------------------------------------------------------------------------------------------------------
; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides.
; Some scopes and headgear may make vision even narrower.
; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear).
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_TUNNEL_VISION = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If set to 0, nothing happens.
; If set to 1, vision is lowered while running.
; If set to 2, this only applies to the player team.
;------------------------------------------------------------------------------------------------------------------------------
LOWER_VISION_WHILE_RUNNING = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Tooltip Settings]
;******************************************************************************************************************************
; In this section you can set details about enemy tooltips.
; Tooltips can be enabled/disabled in the Option Screen.
; To display the tooltip move the mouse over the enemy and press ALT.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; The minimum amount of information that soldier tooltips will display
; 1 = Limited - are they wearing any armor (but not where), general type of weapon
; (but no mention of attachments), do they have a gas mask or NVG.
; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
; and visible weapon attachments, do they have a gas mask or NVG.
; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
;------------------------------------------------------------------------------------------------------------------------------
SOLDIER_TOOLTIP_DETAIL_LEVEL = 2
; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
DYNAMIC_SOLDIER_TOOLTIPS = TRUE
; Enable/disable individual lines of information within the tooltip
; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
; This requires SOLDIER_TOOLTIP_DETAIL_LEVEL = 4
; Location, Distance
SOLDIER_TOOLTIP_DISPLAY_LOCATION = TRUE
SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = TRUE
SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = TRUE
; Behavior, Condition
SOLDIER_TOOLTIP_DISPLAY_ID = TRUE
SOLDIER_TOOLTIP_DISPLAY_ORDERS = TRUE
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = TRUE
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = TRUE
SOLDIER_TOOLTIP_DISPLAY_HEALTH = TRUE
SOLDIER_TOOLTIP_DISPLAY_ENERGY = FALSE
SOLDIER_TOOLTIP_DISPLAY_MORALE = TRUE
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION = TRUE
SOLDIER_TOOLTIP_DISPLAY_SHOCK = TRUE
SOLDIER_TOOLTIP_DISPLAY_SUPPRESSION_INFO= FALSE
SOLDIER_TOOLTIP_DISPLAY_TRAITS = TRUE
; Armor, Headgear
SOLDIER_TOOLTIP_DISPLAY_HELMET = TRUE
SOLDIER_TOOLTIP_DISPLAY_VEST = TRUE
SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = TRUE
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = TRUE
SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = TRUE
; Weapons
SOLDIER_TOOLTIP_DISPLAY_WEAPON = TRUE
SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = TRUE
; Inventory
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = TRUE
SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; ULTRA DYNAMIC TOOLTIPS
;------------------------------------------------------------------------------------------------------------------------------
; Override the distance at which tooltips can be seen?
ALLOW_DYNAMIC_TOOLTIP_RANGE = TRUE
; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50)
DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75
; Change the amount of details received in the tooltip, based on your range to that enemy?
ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Gameplay Settings]
;******************************************************************************************************************************
; These settings change the rules of the game in TACTICAL mode.
; They affect all characters (friend and foe) equally!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Play with New Chance to Hit System (NCTH)?
;------------------------------------------------------------------------------------------------------------------------------
NCTH = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Allow walking and sidesteps with raised weapons?
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_WALKING_WITH_WEAPON_RAISED = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Alternative Weapon Holding settings
;------------------------------------------------------------------------------------------------------------------------------
; This feature allows us to fire weapons in a different way: we can fire rifles (meaning any two handed guns) from hip, and
; pistols (meaning any one-handed guns) holding in hand (making standard pistol holding be with two hands).
; The benefit of such holding is speed (reduced AP cost to ready, faster target acquiring), the drawback is limited accuracy and
; no use of scopes.
; Here is the basic switch of the feature, it also controls how the feature behaves in game - the setting can go from 0-3, and
; here is explanation of each:
; 0 - Turned off entirely.
; 1 - The alternative holding will be used only if you use NO aim clicks on a shots and you don't have your weapon raised up yet.
; 2 - This behaviour allows several aim levels to be treated as "alternative weapon holding", based on total aiming levels
; allowed for the gun. The number of alternative aim levels is always lesser than standard aim levels, and they are displayed
; as YELLOW dots under NCTH. If you do not have your gun raised yet (rifle to shoulder, pistol with two hands), you may fire
; from the alternative holding by simply aiming within the yellow aim levels limit (usually 33-66% of standard aim levels).
; If you use at least one aim click above the indicated alternative levels, your merc will automatically raise the weapon to
; the standard holding before the shot.
; 3 - "Scope Mode" behaviour (default). This simply makes the alternative mode a "scope" mode. To fire rifle from hip or pistol
; one-handed, just press '.' key to cycle to the apropriate mode (currently indicated by an "eye" symbol). No matter if you
; have your rifle shouldered/pistol held two-handed, you will use the alternative mod anytime you select this mode. With this
; setting, if you use the 'L' to raise your weapon, then it will be raised to a stance based on the scope mode selected.
; Of course, Scope Modes has to be allowed for this to work (they are as default).
; Note that by now, this feature is only available in standing position (hopefully, in the future, I'll be able to finish
; animations for crouched stance). Also, by now it is unavailable for pistols when standing in water.
; Last thing to mention: There is a new flag in Weapons.xml - "Heavygun" which says that weapon cannot be shouldered in standing
; position at all, and must be fired from hip then. It is only used for two-handed guns, supposedly for a rather too heavy LMGs.
;
ALLOW_ALTERNATIVE_WEAPON_HOLDING = 3
; This says how many APs are charged to raise the weapon to alternative holdng (rifles to hip, pistols with one hand), based on
; standard weapon ready APs. Setting 25 here means 25% of the APs are charged to raise weapon to hip/one-handed, so a weapon with
; 12 APs to ready would charge 3 APs to raise to hip/one-handed. Default is 25% by now.
; (Note that this is also AP cost to go from shoulder to hip / from two-handed to one-handed grip.)
;
RAISE_TO_ALTWEAPHOLD_READY_APS_PERC = 25
; This determines how many APs from regular weapon ready APs are charged when going from alternative holding to standard holding.
; This settings with the above one should put 100% together, as the alternative holding is supposed to be something like
; semi-raised gun (quarter-raised by now actullay).
; This will not affect standard cost for raising weapons (when gun is lowered and we choose to raise it fully).
;
RAISE_FROM_ALTWEAPHOLD_READY_APS_PERCENTAGE = 75
; This makes the shots from alternative holding to cost less APs to make up for not being able to aim and use scopes. 10 here
; means -10% APs to shoot from hip / one-handed grip.
;
FASTER_SHOT_FROM_ALTWEAPHOLD_PERC = 10
; The base (N)CtH penalty when firing from alternative weapon holding.
CTH_PENALTY_FROM_ALTWEAPHOLD = 30
; The base penalty when aiming from alternative weapon holding, if aiming from it is allowed.
AIMING_PENALY_FROM_ALTWEAPHOLD = 30
; Aiming levels of the gun are reduced percentually by this number on alternative weapon holding. So 50 here means only half aiming
; levels will be available when using alternative holding (keep in mind that is a positive thing in NCTH).
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50
;------------------------------------------------------------------------------------------------------------------------------
; Weapon resting features
;------------------------------------------------------------------------------------------------------------------------------
; Should it be allowed to rest your weapon onto tables, rocks, open windows etc. if crouched or standing?
; This basically gives you the boni you would get if in prone position, while you're crouched or standing and behind a crate, rock etc.
WEAPON_RESTING = TRUE
; Boni are calculated by this formula: WEAPON_RESTING_PRONE_BONI_PERCENTAGE * boni[PRONE] + (100 - WEAPON_RESTING_PRONE_BONI_PERCENTAGE) * boni[state you're in].
; Value Range: 0 - 100.
WEAPON_RESTING_PRONE_BONI_PERCENTAGE = 50
;------------------------------------------------------------------------------------------------------------------------------
; Scope modes
;------------------------------------------------------------------------------------------------------------------------------
; Allow manual toggle between a gun's different scopes/sights (toggle via '.' in tactical)
USE_SCOPE_MODES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Spotter skill
;------------------------------------------------------------------------------------------------------------------------------
; You can assign a merc to spot for fellow snipers via calling the Skill Menu ($) -> various -> Spotter.
; You need an item the usSpotting-tag in your hands.
; The bonus applies to anyone of your team using a sniper rifle/rifle on a location your spotter can see.
; Effectiveness depends on:
; - spotters spotter item effectiveness (40%), experience (30%), marksmanship (20%) and leadership (10%)
; - lowered by being wounded or fatigues
; - altered by relation between spotter and sniper (base opinion, sexism, racism etc.) and spotter background
; The bonus will be this many turns after activating the skill. Spending any AP with your spotter forfeits the bonus.
SPOTTER_PREPARATIONTURNS = 2
; This variable intentionally has two meanings.
; - A sniper will benefit from a spotter only if he is at maximum SPOTTER_RANGE tiles away from him.
; - The bonus only works on those locations the spotter can see and that are AT LEAST 2 * SPOTTER_RANGE tiles away.
SPOTTER_RANGE = 10
; Maximum bonus that can be reached once spotter has waited 2 * SPOTTER_PREPARATIONTURNS turns
SPOTTER_MAX_CTHBOOST = 50
;------------------------------------------------------------------------------------------------------------------------------
; external feeding
;------------------------------------------------------------------------------------------------------------------------------
; determines wether we can allow to feed guns externally. 0 = no external feeding 1= only for other mercs 2 = from other mercs and dedicated slots from ourself
EXTERNAL_FEEDING = 2
;------------------------------------------------------------------------------------------------------------------------------
; Set the grid number for the initial merc arrival location.
; The JA2 default grid number is 4870 (Sector A9 Omerta).
; THIS HAS BEEN MOVED TO Mod_Settings.ini! Please set it there!
;------------------------------------------------------------------------------------------------------------------------------
INITIAL_MERC_ARRIVAL_LOCATION = 4870
;------------------------------------------------------------------------------------------------------------------------------
; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
;
; Maximum and minimum values go from 0 to 100.
; The "DIVISOR" only works when the minimum is set to 0.
; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
;
; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
; 100.
; With Divisor 2, we get a 1/200 ratio.
; With Divisor 10, we get a 1/1000 ratio. And so on.
;------------------------------------------------------------------------------------------------------------------------------
MAXIMUM_POSSIBLE_CTH = 99
MINIMUM_POSSIBLE_CTH = 0
MINIMUM_CTH_DIVISOR = 100
;------------------------------------------------------------------------------------------------------------------------------
; The next three settings control realistic tracer fire.
;
; REALISTIC_TRACERS: Toggle Realistic Tracers.
; 0 = off (regular tracers).
; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
;
; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine.
; 0 = no tracers.
; 1 = every bullet is a tracer.
; 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
;
; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
; seriously, keep it around 20, willya?
;
; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.
;
;------------------------------------------------------------------------------------------------------------------------------
REALISTIC_TRACERS = 2
NUM_BULLETS_PER_TRACER = 5
CTH_BUMP_PER_TRACER = 20
MIN_RANGE_FOR_TRACER = 10
;------------------------------------------------------------------------------------------------------------------------------
; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to
; the target. The further you are away from the target, the lower that cap will be.
; Increase this value to increase the importance of range in this calculation.
;
; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets.
;------------------------------------------------------------------------------------------------------------------------------
RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
;------------------------------------------------------------------------------------------------------------------------------
; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
;
; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs.
; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used).
;------------------------------------------------------------------------------------------------------------------------------
INCREASE_AIMING_COSTS = FALSE
; Divisor of the gun's "READY" cost that is added to the the first aiming level.
; 0 = No extra cost.
FIRST_AIM_READY_COST_DIVISOR = 0
;------------------------------------------------------------------------------------------------------------------------------
; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value
; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla
; style)
;
; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As
; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result
; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system
; which results in a flat -2CTH against only the first rounds penalty
;
; Valid range: 0 - 10
;------------------------------------------------------------------------------------------------------------------------------
AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5
;------------------------------------------------------------------------------------------------------------------------------
; Basic setting to allow more than 4 aiming clicks for any gun
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_EXTRA_AIM_LEVELS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding.
;
; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach
; 8 aiming levels.
;
; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope).
; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used
;------------------------------------------------------------------------------------------------------------------------------
DYNAMIC_AIMING_LIMITS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If set to "TRUE", the AIM Levels you can spend depends on the distance.
; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior).
;------------------------------------------------------------------------------------------------------------------------------
AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If set to 0, the number of aim levels will be calculated based on aimbonus attributes (default).
; If set to any other value, the calculation will use minrangeforaimbonus properties instead (compatibility option).
; In this case the following formula determines the total scope bonus that will be compared to scope thresholds:
; minrangeaimbonus (gun + attachments) * AIM_LEVELS_COMPATIBILITY_OPTION / BASE_SIGHT_RANGE
; Reasonable values include 10 and BASE_SIGHT_RANGE (13).
;------------------------------------------------------------------------------------------------------------------------------
AIM_LEVELS_COMPATIBILITY_OPTION = 0
;------------------------------------------------------------------------------------------------------------------------------
; These values determine to what group a scope belongs to.
; Scopes are separated in groups by the aimbonus they give per click.
;
; With DYNAMIC_AIMING_LIMITS on TRUE, "Very High Power" scopes will get a maximum of 8 aimclicks.
; "High Power" scopes will get a maximum of 7 aimclicks, while "Medium Power" scopes get only 6.
; Anything lower than a medium scope will get a maximum of 5 aimclicks.
; The final amount of aimclicks also depend on the gun type and wether or not you're using a bipod.
; High power scopes and upward will suffer from a To-Hit penalty when trying to aim while in prone position.
; You don't need to change this unless you change the aiming bonus that scopes give.
;------------------------------------------------------------------------------------------------------------------------------
; From what aiming bonus a scope is considered very high power (Sniper Scope 10x)
VERY_HIGH_POWER_SCOPE_AIM_THRESHOLD = 18
; From what aiming bonus a scope is considered high power (Battle Scope 7x)
HIGH_POWER_SCOPE_AIM_THRESHOLD = 13
; From what aiming bonus a scope is considered medium power (ACOG 4x)
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
;------------------------------------------------------------------------------------------------------------------------------
; These control the AIs willingness to assign a soldier as a Sniper
;
; When AI_SNIPER_RESTRICT_TO_ELITE is set to true, the system will use the remaining criteria strictly for Elite soldiers.
; This will allow Elite soldiers to have more options to become snipers while all other soldiers will be restricted to using
; a sniper rifle.
;
; AI_SNIPER_MIN_RANGE is the minium weapon range for a weapon to be valid as a "sniper weapon".
;
; AI_SNIPER_CHANCE is the percent chance that a soldier without a sniper rifle will be assigned the Sniper role assuming
; other criteria are met.
;
; AI_SNIPER_CHANCE_WITH_SR is the percent chance that a soldier with a sniper rifle will be assigned the Sniper role assuming
; other criteria are met.
;------------------------------------------------------------------------------------------------------------------------------
AI_SNIPER_RESTRICT_TO_ELITE = TRUE
AI_SNIPER_MIN_RANGE = 40
AI_SNIPER_CHANCE = 30
AI_SNIPER_CHANCE_WITH_SR = 80
;------------------------------------------------------------------------------------------------------------------------------
; Firing at moving targets.
;
; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number
; of tiles this target has moved since the beginning of their current turn.
; Use these settings to change the severity of this effect.
;------------------------------------------------------------------------------------------------------------------------------
; How much CTH is lost when firing at a target, for each tile the target has moved so far?
CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
; How much CTH can be lost in total due to the movement of your target?
MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
;------------------------------------------------------------------------------------------------------------------------------
; Add extra effects to critical hits.
;
; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause
; attribute loss.
; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects.
;------------------------------------------------------------------------------------------------------------------------------
; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness
; is also proportional to damage.
; 0 = Disabled.
; 100 = Always.
CHANCE_BLINDED_BY_HEADSHOT = 25
; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on and your merc can jump through open windows by pressing Shift + j.
; In order to jump through a window, the merc must be facing the direction of the window, the window must be open and
; there has to be a free tile next to the window (the landing tile).
;------------------------------------------------------------------------------------------------------------------------------
CAN_JUMP_THROUGH_WINDOWS = TRUE
; allows jumping through closed windows, smashing them while jumping
CAN_JUMP_THROUGH_CLOSED_WINDOWS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
;------------------------------------------------------------------------------------------------------------------------------
CAN_CLIMB_ON_WALLS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; MAX_BACKPACK_WEIGHT_TO_CLIMB is the maximum weight a backpack can weigh and still allow you to climb with.
; The sBackpackWeightModifier in items.xml can modify that number by either making it harder (positive number modifier)
; or easier (negative number modifier). If the sBackpackWeightToClimb is -1 (default) then the option is unused.
;
; If USE_GLOBAL_BACKPACK_SETTINGS is TRUE (default), it uses the same rules for all backpacks, while if FALSE checks for
; the fAllowClimbing tag in Items.xml, and if that is true you can climb with the backpack.
;
; Both options can be used at the same time, so you may climb with (for example) a malice backpack that weighs less than 5kg
; (or 50 hg) but not climb with a radio set.
;------------------------------------------------------------------------------------------------------------------------------
MAX_BACKPACK_WEIGHT_TO_CLIMB = -1
USE_GLOBAL_BACKPACK_SETTINGS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Show enemy weapon name, armour and head items in tactical
;------------------------------------------------------------------------------------------------------------------------------
SHOW_ENEMY_WEAPON = FALSE
SHOW_ENEMY_EXTENDED_INFO = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Use color name to show soldier's status
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_TACTICAL_UI = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_HIDDEN_PERSON_NAMES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; should known NPCs use a different colour (deep blue instead of white), so we can find them more easily?
;------------------------------------------------------------------------------------------------------------------------------
KNOWN_NPCS_DIFFERENT_MAPCOLOUR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
; If you set SOLDIER_PROFILES_ENEMY = TRUE the name in the profile takes precedence.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_NAMES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual enemy ranks (in tactical) defined in 'TableData\EnemyRank.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_ENEMY_RANK = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
;------------------------------------------------------------------------------------------------------------------------------
INDIVIDUAL_CIVILIAN_NAMES = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Controls wether enemy soldiers/militiamen can use predefined profiles from TableData/Profiles.
; In the xml, one can specify name/bodytype/hair/skin/traits
; If selected, the game will select a newly created soldier's data from these profiles randomly
;------------------------------------------------------------------------------------------------------------------------------
SOLDIER_PROFILES_ENEMY = TRUE
SOLDIER_PROFILES_MILITIA = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to enemy armed vehicles (tanks and jeeps).
; Tanks have superior armor that can only be breached by explosives or special ammo. They are armed with a powerful cannon and an MG.
; Enemy jeeps are smaller than tanks, easier to damage and only have an MG, otherwsie they perform similar to tanks.
;
; Unless there is a separate setting, tank-settings also govern jeeps.
;------------------------------------------------------------------------------------------------------------------------------
; If set to TRUE, vehicles can be driven around tactical maps.
ALLOW_DRIVING_VEHICLES_IN_TACTICAL = TRUE
; Deduct APs from passengers when vehicle is moving to prevent exploits (default = 3).
; 0 - No change.
; 1 - AP deducted from vehicle are also deducted from all passengers.
; 2 - AP deducted from vehicle are also deducted from all passengers, but adjusted to initial APs of any given passenger.
; 3 - AP deducted from vehicle are also deducted from all passengers, but only to the certain threshold (default).
AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE = 3
; If AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_MODE is set, adjust how much APs will be deducted (0 - 200).
AP_SHARED_AMONG_PASSENGERS_AND_VEHICLE_SCALE = 100
; If set to TRUE, tanks can move around in tactical.
ENEMY_TANKS_CAN_MOVE_IN_TACTICAL = FALSE
; If set to TRUE, cars can run over people.
; Note feature won't be very effective without ALLOW_DRIVING_VEHICLES_IN_TACTICAL set to TRUE.
ALLOW_CARS_DRIVING_OVER_PEOPLE = TRUE
; If set to TRUE, tanks can run over people.
; Note feature won't be very effective without ENEMY_TANKS_CAN_MOVE_IN_TACTICAL set to TRUE.
ALLOW_TANKS_DRIVING_OVER_PEOPLE = TRUE
; When shift is pressed cars can ram through structures, but only those with armour lower than specified value (0-255).
; 0 effectively disables the feature. Default 30.
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
CARS_RAMMING_MAX_STRUCTURE_ARMOUR = 30
; When shift is pressed tanks can ram through structures, but only those with armour lower than specified value (0-255).
; 0 effectively disables the feature. Default 70.
; For reference: cactus - 10, wooden furniture - 20, trees - 30, sandbags - 40, stone walls - 55, reinforced concrete - 70, rock - 85, indestructible - 127.
TANKS_RAMMING_MAX_STRUCTURE_ARMOUR = 70
ENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR = 38
; If set to TRUE, tanks can use cannon even against single mercs and in perfect health.
ENEMY_TANKS_DONT_SPARE_SHELLS = TRUE
; If set to TRUE, tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
ENEMY_TANKS_BLOW_OBSTACLES_UP = TRUE
; If set to TRUE, tanks can be noticed as soon as any part of them is visible.
ENEMY_TANKS_ANY_PART_VISIBLE = FALSE
; If set to TRUE, enemies can use launchables even against single mercs and in perfect health.
ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE
; If set to TRUE, enemies can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it.
ENEMIES_BLOW_OBSTACLES_UP = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
; the rag to completely erase the camo.
; This is important for Camouflaged/Ranger traits.
;------------------------------------------------------------------------------------------------------------------------------
CAMO_REMOVING = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This setting defines the percentage area of a characters body that can be painted with camo kits. Usually only the face and hands
; can be painted with camo. The rest of the body has to be camouflaged by clothing and armor which are already colored.
; Setting this to 0 means camo kits are useless. At 100 camo kits can paint the whole body but cloth camo is useless.
; Valid values are from 0 to 100.
; default is 5
;------------------------------------------------------------------------------------------------------------------------------
CAMO_KIT_USABLE_AREA = 5
;------------------------------------------------------------------------------------------------------------------------------
; Enhanced Close Combat System
;
; This option generally improves many things around the game's close combat system, like:
;
; * HtH hit to head deal more damage but has lesser chance to hit.
; * HtH hit to legs do half damage but has much better chance to hit.
; * HtH damage on lying enemies increased.
; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased.
; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists
; perform their spinning kick then.
; * Attributes used for HtH attacks or stealing slightly tweaked.
; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..)
; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now
; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to
; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a
; message occures that you haven't taken all you wanted.
; * Several minor tweaks included.
;------------------------------------------------------------------------------------------------------------------------------
ENHANCED_CLOSE_COMBAT_SYSTEM = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; If a non-comatose player-controlled merc receives damage that would kill them outright, damage is instead lowered so that they only fall
; into a coma. This only works if the damage is inflicted via gun or knife, and did not cause a death animation.
;
; Activating this makes the game easier.
;------------------------------------------------------------------------------------------------------------------------------
REDUCED_INSTANT_DEATH = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing.
;
; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice
; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks,
; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort
; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! )
;------------------------------------------------------------------------------------------------------------------------------
AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings
; True = enabled, they always have all three items
; False = disabled, classic behaviour
;------------------------------------------------------------------------------------------------------------------------------
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Improved Interrupt System (IIS)
IMPROVED_INTERRUPT_SYSTEM = TRUE
; Basic percent amount of enemy used APs our merc percieves and is counted towards his reaction time (make it higher to get
; interrupts more frequent)
BASIC_PERCENTAGE_APS_REGISTERED = 60
; Percent added to basic percentage per soldier's experience level
; (BASIC_PERCENTAGE_APS_REGISTERED + PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL gives you the percent amount of APs registered,
; which is further adjusted by range to target)
PERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL = 4
; A value controlling how often an interrupt can be triggered, lower = more interrupts
; (this is an amount of registered APs after which an interrupt occurs, this value is further adjusted by stats, injuries
; and such though)
BASIC_REACTION_TIME_LENGTH = 25
; Allow collective interrupts? I.e. a merc can "give" interrupt to nearby teammate if he gets an interrupt, depends on stats
; exp level and such
ALLOW_COLLECTIVE_INTERRUPTS = TRUE
; Should we still allow the instant interrupts on sight as in vanilla, even in IIS? (I wouldn't recommend)
ALLOW_INSTANT_INTERRUPTS_ON_SPOTTING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
;Should the Robot be exempt from paying AP-to-Ready?
ROBOT_NO_READYTIME = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Disable enemies to automatically ready their weapon, when they see our mercs. However, since it may help us to notify about
; being spotted, to compensate it a marker and enemy quote is implemented.
; This setting can be 0 or 1 or 2.
; 0 = nothing changed, the enemies will automatically raise their weapons, when they see us, as before
; 1 = enemies will not do that
; 2 = enemies will only TURN towards our direction, and NOT raise their weapon
NO_ENEMY_AUTOMATIC_WEAPON_READYING = 1
;------------------------------------------------------------------------------------------------------------------------------
; Energy cost on weapon manipulation
; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
; Weapon weight:
; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_WEIGHT = 100
; Weapon recoil kick:
; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
; (should) consider firing from hip as a more beneficial stance for it.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 100
; If set to TRUE, enables proper realtime decision making for any named NPC (i.e. NPCs tied to a profile). As a result such
; NPCs are not required to be in CIV_TEAM anymore.
ALL_NAMED_NPCS_DECIDE_ACTION = FALSE
; allow accessing other mercs inventories. This works just like stealing, but on your teammembers, even when they are dying or unconscious
ACCESS_OTHER_MERC_INVENTORIES = TRUE
; Get an AP penalty for filled backpacks. This includes the weight of the backpack itself
; 1 AP penalty for each 5kg of weight up to the penalty defined by AP_MODIFIER_PACK (default = 4)
; TRUE: weightbased penalty, FALSE: no penalty
BACKPACKWEIGHT_LOWERS_AP = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Enemy gun jams
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_JAMS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Enemy Role Settings]
;******************************************************************************************************************************
; These settings allow enemy soldiers to gain certain abilities that will allow them to play a number of roles and make combat harder.
;******************************************************************************************************************************
; allow enemy roles, required for the following settings
ENEMYROLES = TRUE
; If player mercs observe enemy soldiers, they can uncover their role once they have been seen a least this many turns.
; The following roles will be indicated by small icon next to the soldiers (can be toggled in the [CTRL] + [c] menu):
; - officers
; - medics
; - radio operators
; - snipers
; - mortarmen
; - generals (a special kind of officer)
; - whether an enemy has a key
; Default 4, values between 0 and 20.
ENEMYROLES_TURNSTOUNCOVER = 4
;******************************************************************************************************************************
; MEDIC
;******************************************************************************************************************************
; allow AI medics for the enemy team. A soldier spawning with a first aid or med kit can become a doctor.
; AI doctors bandage their wounded comrades and perform surgery on them. They do so much faster than the player mercs.
; Requires ENEMYROLES to be TRUE.
ENEMY_MEDICS = TRUE
; As the AI will likely have a much higher consumption of medical supplies, you can reduce the med kit drain
; This allows the AI to heal more wounded before its medkits run out
; 0.1 means drain is only 10%. Default 0.1, values between 0.01 and 1.0.
ENEMY_MEDICS_MEDKITDRAINFACTOR = 0.1
; radius in which a medic searches for patients. Targets farther away are ignored. It is required that the medic sees the patient
; Default 40, values between 5 and 60.
ENEMY_MEDICS_SEARCHRADIUS = 40
; medics only heal enemies with at least this much health lost, to prevent them from breaking position just to heal a tiny amount.
; 100 is one hp. Default 500, values between 0 and 50000.
ENEMY_MEDICS_WOUND_MINAMOUNT = 500
; allow enemy medic to heal himself
ENEMY_MEDICS_HEAL_SELF = TRUE
;******************************************************************************************************************************
; OFFICER
;******************************************************************************************************************************
; allow AI officers for the AI team. An officer is a soldier with the squadleader trait. There are two stages of this:
; a officer with squadleader trait is considered a lieutenant, an officer with squadleader(expert) is a captain.
; For now, a officer grants boni to the entire enemy team present:
; - a bonus to suppression resistance
; - a percentage bonus to morale
; - a bonus to team surrender strength
; Important: Only the bonus of the highest officer present counts.
; Requires ENEMYROLES to be TRUE.
ENEMY_OFFICERS = TRUE
; for every officer, the enemy team needs at least this many soldiers total
ENEMY_OFFICERS_REQUIREDTEAMSIZE = 10
; maximum number of officers the enemy team may ever have
ENEMY_OFFICERS_MAX = 4
; The boni listed here are for lieutnant, they are doubled for captains.
; bonus to suppression resistance of the entire enemy team if officer is present. Default 10, values between 0 and 50.
ENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS = 10
; bonus to morale of the entire enemy team if officer is present. 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
ENEMY_OFFICERS_MORALE_MODIFIER = 0.1
; bonus to surrender strength (used when the player asks the enemy to surrender).
; 0.1 means a 10% bonus. Default 0.1, values between 0.0 and 1.0.
ENEMY_OFFICERS_SURRENDERSTRENGTHBONUS = 0.1
;******************************************************************************************************************************
; GENERALS
;******************************************************************************************************************************
; allow AI officers in the campaign. There is a finite number of generals in the game. On starting a new game (or loading an old
; savegame that didn't have this feature), generals are created in some enemy towns. The player does not know where they are -
; he has to interrogate elites and officer prisoners he captured to learn of their location. He can then infiltrate the sector
; and try to assassinate the generals.
; In tactical, generals will try to flee from the sector once they have learned of the player's presence. They also have a small
; retinue of elite bodyguards that keep close and defend them. If a bodyguard flees, he is relocated to Meduna.This way the player
; has a second chance to kill them if they botched the first attempt... but it's going to be more tricky.
; Generals are important targets, as long as they are alive, the enemy will get significant boni to
; - its decision speed
; - its travelling speed
ENEMY_GENERALS = FALSE
; how many generals can there be in the campaign? This setting is only used once, when the game is initialised, so choose wisely.
; Generals are only created in towns fully under enemy control of at least size 2, but not in Meduna (escaped generals move
; there later on). Apart from Meduna, there can only be one general per town max. Default 5, values between 1 and 10.
ENEMY_GENERALS_NUMBER = 5
; Number of bodyguards for a general. These elite troops stick close to their general, thus making it much harder to isolate them.
; Default 4, values between 0 and 10.
ENEMY_GENERALS_BODYGUARDS_NUMBER = 4
; Strategic AI decision process is sped up for every general alive. This simply lowers the time period between AI decisions,
; making the game more difficult.
; Note that the combined reduction of all generals cannot exceed 50%. 0.05 is for 5%.
; Default 0.05, values between 0.0 and 0.1.
ENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS = 0.05
; Strategic AI travel time reduction. Similar to the Ranger trait's 'GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION', this
; speeds up enemy AI travel times per general alive GLOBALLY.
; Note that the combined reduction of all generals cannot exceed 25%. 0.05 is for 5%.
; Default 0.03, values between 0.0 and 0.1.
ENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS = 0.03
;******************************************************************************************************************************
;******************************************************************************************************************************
[Individual Militia Settings]
;------------------------------------------------------------------------------------------------------------------------------
; Settings for individual militia
;
; If this feature is active, every time a militia is created by training/PMC hiring/interrogation, a small profile stores their
; - name
; - visuals
; - record of all battles they participated
; - kills and assists
; - health ratio
; - and a few other things
;
; Whenever a sector with militia is loaded, this data is used to recreate a militia. As a result, militia seem to be as persistent
; as your mercenaries (so it is possible to have a veteran militia which accompanied you in several battles).
;
; The data for the different militia origins (arulcan local/PMC mercenary/army defector) are defined in TableData/MilitiaIndividual.xml)
;------------------------------------------------------------------------------------------------------------------------------
; if TRUE this feature is on
INDIVIDUAL_MILITIA = FALSE
; For each kill, a militia gets 2 promotion points.
; For each assist, a militia gets 1 promotion point.
; Here we define how many promotion points a militia needs to be promoted.
; Values from 1 to 100.
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_REGULAR = 4
INDIVIDUAL_MILITIA_PROMOTIONPOINTS_TO_ELITE = 6
; If TRUE, the game remembers the health percentage of a militia the last time it was in tactical. This percentage is used the
; next time the militia is used in tactical. As a result militia will have lowered health for a while after being wounded.
; Militia can be healed via 'Doctor Militia' assignment if this is active.
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
INDIVIDUAL_MILITIA_MANAGE_HEALTH = TRUE
; Every hour, militia health percentage rises by this percentage to simulate healing. Values from 0.0 to 100.0.
INDIVIDUAL_MILITIA_HOURLYHEALTHPERCENTAGEGAIN = 2.0
; Militia can be healed via 'Doctor Militia' assignment. This modifies how effective healing is. If set to 0.01, healing one percent of militia health
; costs as much as healing one merc HP.
; Values from 0.01 to 1.0
INDIVIDUAL_MILITIA_DOCTORHEALMODIFIER = 0.2
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Cover System Settings]
;******************************************************************************************************************************
; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
;******************************************************************************************************************************
; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
COVER_SYSTEM_STEALTH_TRAIT_VALUE = 15
; This tell how much a stealth value of 100 will decrese the sight range of an enemy.
; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50
; This is similar to STEALTH_EFFECTIVENESS.
; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50
; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
COVER_SYSTEM_STANCE_EFFECTIVENESS = 10
; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
COVER_SYSTEM_LBE_EFFECTIVENESS = 20
; Running around crazy will give you a penalty of up to 50% (default).
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 20
; The cover system automaticly calculates how dense an object it.
; This will tell you how much percent of vision should be decreased if the object is 100% dense,
; and the object is between you and the enemy of course, and is something like a tree or a rock (walls will always block full).
; If you put it to a realistic setting, where solid stuff always blocks enemy views,
; view ranges are too bad and on certain maps it gets hard to find people, so default is only a 50% vision decrease.
COVER_SYSTEM_TREE_EFFECTIVENESS = 15
; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
COVER_SYSTEM_UPDATE_DELAY = 500
; Use xml-defined properties for various properties of tiles in your surroundings. These can modify camo, stealth, and sound
; effectiveness and the trap level of bombs you plant.
; With Additional Tile Properties it's possible to supply all tiles with additional data, just like with .jsd files, except in XML.
; Files need to have same name as tile's .sti and .jsd files, and be put in \tilesets\AdditionalProperties\, or in specific \tilesets\xx\.
COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE
; Static shadows decrease brightness
COVER_SYSTEM_STATIC_SHADOWS_DECREASE_BRIGHTNESS = TRUE
; Camo affinities will be used as caps not multipliers (suggested by mmm).
; It will be possible to achieve perfect camo on mixed terrain using mixed camo types.
; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE.
COVER_SYSTEM_ALTERNATE_MULTI_TERRAIN_CAMO_CALCULATION = TRUE
; Cover tooltip ("f") will display detailed properties and their values.
; Works only if COVER_SYSTEM_ADDITIONAL_TILE_PROPERTIES = TRUE.
COVER_TOOLTIP_DISPLAY_DETAILED_TILE_PROPERTIES = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Suppression Fire Settings]
;******************************************************************************************************************************
; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
;
; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
;
; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
;******************************************************************************************************************************
;******************************************************************************************************************************
; SUPPRESSION BASICS
;
; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
;
; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
; and morale loss. This value is based on the character's Experience and Morale, among other things.
;
; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
;
; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
;
; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
; fire, it means that the character is useless of a whole turn and can be assaulted safely.
;
; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
; hiding.
; Note that they will try to do the same thing to you!
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Controls how powerful suppression fire is.
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_EFFECTIVENESS = 75
;------------------------------------------------------------------------------------------------------------------------------
; These modifiers control suppression effectiveness against different teams. They work together with SUPPRESSION_EFFECTIVENESS,
; not instead
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; Example: If SUPPRESSION_EFFECTIVENESS_PLAYER is set to 200, player mercs are suppressed twice as hard.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_EFFECTIVENESS_PLAYER = 100
SUPPRESSION_EFFECTIVENESS_AI = 100
;------------------------------------------------------------------------------------------------------------------------------
; Minimum and Maximum amount of Suppression Tolerance a character can have.
;
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_TOLERANCE_MAX = 18
SUPPRESSION_TOLERANCE_MIN = 1
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much Suppression Shock is taken when under fire.
;
; 100 is the "normal" effect.
; Range is 0 (no suppression shock) to 65535 (65535% effect).
; 200 is a LOT.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_SHOCK_INTENSITY = 100
; The maximum number of Shock points a character can have.
MAX_SUPPRESSION_SHOCK = 30
;------------------------------------------------------------------------------------------------------------------------------
; Shocked Target CTH Penalty
;
; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
; Use these settings to change the CTH penalty for shooting at such targets.
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
CTH_PENALTY_PER_TARGET_SHOCK = 2
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40
; Minimum range to target for full CTH penalty
MIN_RANGE_FOR_FULL_TARGET_SHOCK_PENALTY = 300
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_LEGS = 5
;------------------------------------------------------------------------------------------------------------------------------
; Shock Effects
;
; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
; Use these settings to enable further effects from being shocked.
;------------------------------------------------------------------------------------------------------------------------------
; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
; 0 = No limit.
MAX_CTH_PENALTY_FROM_SHOCK = 40
; Vision loss due to Suppression Shock.
; 0 = No vision loss.
; 2 = Vision range reduced proportionally to shock.
; 3 = Tunnel Vision increased proportionally to shock.
; 1 = Both options enabled.
SHOCK_REDUCES_SIGHTRANGE = 1
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
; the character considerably less resistance to further suppression fire, until the shock can clear away.
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4
;------------------------------------------------------------------------------------------------------------------------------
; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every
; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
;------------------------------------------------------------------------------------------------------------------------------
AI_SUPPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;------------------------------------------------------------------------------------------------------------------------------
; Explosive Suppression
;
; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
; of the explosion itself!
; 0 = disabled.
; 100 = "normal" effect.
;------------------------------------------------------------------------------------------------------------------------------
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 90
;------------------------------------------------------------------------------------------------------------------------------
; Other settings
;------------------------------------------------------------------------------------------------------------------------------
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
NOTIFY_WHEN_PINNED_DOWN = TRUE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Weather Settings]
;******************************************************************************************************************************
; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy
; positions.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Rain settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable weather appearing in the game.
ALLOW_RAIN = TRUE
; Possible number of weather events happening per day
RAIN_EVENTS_PER_DAY = 5
; Chance of weather being triggered, evaluated for each of RAIN_EVENTS_PER_DAY.
RAIN_CHANCE_PER_DAY = 70
; Minimum/Maximum length of waether.
RAIN_MIN_LENGTH_IN_MINUTES = 60
RAIN_MAX_LENGTH_IN_MINUTES = 240
; Number of raindrops per given time. Note that this multiplied according to the screen resolution and weather type
; For slow CPUs decrease the MAX_RAIN_DROPS.
; This is the base setting for each weather
MAX_RAIN_DROPS = 100
;------------------------------------------------------------------------------------------------------------------------------
; Lightning settings
;
; (ALLOW_RAIN must be set to TRUE for this to work.)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable lightning occuring during rain.
ALLOW_LIGHTNING = TRUE
; Minimum/Maximum intervals between lightning in real time mode.
MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay)
MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look.
DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
;------------------------------------------------------------------------------------------------------------------------------
; Sandstorm settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable this weather appearing in the game.
ALLOW_SANDSTORM = TRUE
; Possible number of weather events happening per day
SANDSTORM_EVENTS_PER_DAY = 3
; Chance of weather being triggered, evaluated for each of SANDSTORM_EVENTS_PER_DAY.
SANDSTORM_CHANCE_PER_DAY = 70
; Minimum/Maximum length of weather.
SANDSTORM_MIN_LENGTH_IN_MINUTES = 120
SANDSTORM_MAX_LENGTH_IN_MINUTES = 240
;------------------------------------------------------------------------------------------------------------------------------
; Snow settings
;
; (For slow CPUs, you may want to disable this)
;------------------------------------------------------------------------------------------------------------------------------
; Enable/Disable this weather appearing in the game.
ALLOW_SNOW = TRUE
; Possible number of weather events happening per day
SNOW_EVENTS_PER_DAY = 1
; Chance of weather being triggered, evaluated for each of SNOW_EVENTS_PER_DAY.
SNOW_CHANCE_PER_DAY = 70
; Minimum/Maximum length of weather.
SNOW_MIN_LENGTH_IN_MINUTES = 120
SNOW_MAX_LENGTH_IN_MINUTES = 360
;------------------------------------------------------------------------------------------------------------------------------
; Various environment modifiers during weather
;------------------------------------------------------------------------------------------------------------------------------
; Reduction of weapon reliability, causing weapons to deteriorate faster and possibly jam more often. Values from 0 to 10.
WEAPON_RELIABILITY_REDUCTION_RAIN = 0
WEAPON_RELIABILITY_REDUCTION_THUNDERSTORM = 1
WEAPON_RELIABILITY_REDUCTION_SANDSTORM = 4
WEAPON_RELIABILITY_REDUCTION_SNOW = 2
; Reduction of the speed of regaining your breath (stamina). Values from 0.0 to 1.0.
BREATH_GAIN_REDUCTION_RAIN = 0.05
BREATH_GAIN_REDUCTION_THUNDERSTORM = 0.4
BREATH_GAIN_REDUCTION_SANDSTORM = 0.7
BREATH_GAIN_REDUCTION_SNOW = 0.2
; Sightrange reduction, range 0.0-1.0
; 0.0 = Weather doesn't decrease sightrange.
; 1.0 = Can't see anything at all.
VISUAL_DISTANCE_DECREASE_RAIN = 0.05
VISUAL_DISTANCE_DECREASE_THUNDERSTORM = 0.15
VISUAL_DISTANCE_DECREASE_SANDSTORM = 0.4
VISUAL_DISTANCE_DECREASE_SNOW = 0.3
; Hearing reduction, range 0.0-1.0
; 0.0 = No reduction
; 1.0 = Can't hear anything at all.
HEARING_REDUCTION_RAIN = 0.3
HEARING_REDUCTION_THUNDERSTORM = 0.8
HEARING_REDUCTION_SANDSTORM = 0.6
HEARING_REDUCTION_SNOW = 0.1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Environment Hazard Settings]
;******************************************************************************************************************************
; In this section you can enable various hazards to soldiers. These depend on the sector they are in.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Snake settings
;
; In some sectors, water sources harbour venomous snakes. These will occasionally attack anyone in that water.
; The chance of snakes being active can be set via <snakechance> in SectorNames.xml. This chance is evaluated anew each turn.
; Soldiers have a small chance of evading an attack, this is raised if they have the survival trait or a knife.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_SNAKES = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Weapon Overheating Settings]
;******************************************************************************************************************************
; In this section you can modify global settings for weapon overheating.
;******************************************************************************************************************************
; Should weapons overheat when firing? With rising temperature, the chance of weapon malfunction rises drastically.
; Weapons cool down over time.
OVERHEATING = FALSE
; Should we display temperature/jam threshold (TRUE) or temperature/damage threshold (FALSE)?
OVERHEATING_DISPLAY_JAMPERCENTAGE = TRUE
; Starting amount of red colour in the temperature bar. Must be in [0, 255]
OVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET = 100
; If a barrel is not in someone's inventory, it cools down a little bit better.
OVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL = 1.15
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Zombie Settings]
;******************************************************************************************************************************
; In this section you can specify how the dead will raise from their graves.
;******************************************************************************************************************************
; How often is a corpse allowed to rise again as a zombie, if all conditions are met (corpse is free, has a head, there
; is still room for more zombies in the sector)?
; 0 - Every corpse spawns a zombie once
; 1 - A corpse can rise again forever. You'll have to find a way to permanently banish the undead....
; 2 - It is randomly decided if a corpse can rise
; 3 - A corpse spawns a zombie once, after that it's random
ZOMBIE_RISE_BEHAVIOUR = 0
; Should zombies spawn in waves, meaning that every few turns as many zombies as possible should rise (TRUE), or should
; every zombie rise individually (FALSE)?
ZOMBIE_SPAWN_WAVES = FALSE
; How often are waves of zombies created? 0 means never, 100 means whenever possible
ZOMBIE_RISE_WAVE_FREQUENCY = 60
; Can zombies climb roofs?
ZOMBIE_CAN_CLIMB = TRUE
; Can zombies jump through windows?
ZOMBIE_CAN_JUMP_WINDOWS = TRUE
; zombies made from corpses of civilians do not have a punch animation, which results in a deadlock if they try to punch
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
; This still results in deadlocks!
ZOMBIE_EXPLODING_CIVS = FALSE
; Damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_DAMAGE_RESISTANCE = 0
; Breath damage is reduced by this percentage. Valid values from -50 to 95
ZOMBIE_BREATH_DAMAGE_RESISTANCE = 0
; Extra challenge: If true, only headhots will do any damage, hits to the body or legs won't. Only applies to bullets, though
ZOMBIE_ONLY_HEADSHOTS_WORK = FALSE
; Zombie difficulty level, determines hitpoints, stats and skills
; 1 - Night of the Living Dead
; 2 - Dawn of the Dead
; 3 - Resident Evil
; 4 - 28 Days later
ZOMBIE_DIFFICULTY_LEVEL = 3
; If set to TRUE, zombies will be equipped with armour if it lay at the corpse they came from
ZOMBIE_RISE_WITH_ARMOUR = TRUE
; if set on, a headshot or melee attack is required to permanently kill a zombie, unless his ZOMBIE_RISE_BEHAVIOUR says otherwise.
; Setting ZOMBIE_RISE_BEHAVIOUR to 1 is recommended with this
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Corpse Settings]
;******************************************************************************************************************************
; In this section you can specify settings for corpses
;******************************************************************************************************************************
; How many minutes it takes until a corpse begins to rot. Default 1440 (1 day), valid values from 720 (1/2 day) to 10080 (7 days)
CORPSE_DELAY_UNTIL_ROTTING = 1440
; How many minutes it takes until a corpse vanishes. Default 4320 (3 days), valid values from 1440 (1 day) to 20160 (14 days)
CORPSE_DELAY_UNTIL_DONE_ROTTING = 4320
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Food Settings]
;******************************************************************************************************************************
; In this section you can specify the food system
;******************************************************************************************************************************
; Your team needs water food, otherwise they'll starve...
; If you mouse-over a merc's health bar, you will see two new values: Drink and Food. These represent the amount of drink and food
; your merc currently has. Note that 0 is the standard value (it represents the optimal value of sorts)
; Every hour, your merc digests food, lowering his food and drink values. If these are too low, there are serious drawbacks:
; - his max morale will get lowered (when your starving, you wont get happy because you jsut found a good gun...)
; - his energy regeneration due to sleeping is lowered, meaning he needs more sleep
; - breath regenerates slower
; - his performance on assignments (training milita, doctoring, repairing...) is worse
; - if seriously out of water or food, there is a chance that he'll lose strength an health points. You can die from this!
; You can regain lost stat points via surgery with the new trait system. However, this requires the pateient to be well-fed again (both values above 0)
; set this to TRUE to play with food.
FOOD = FALSE
; how much food and water is digested every hour? This is the base value, that later gets modified. Range: 0-250
FOOD_DIGESTION_HOURLY_BASE_FOOD = 20
FOOD_DIGESTION_HOURLY_BASE_DRINK = 130
; The digestion value is modfied with the number corresponding to your current activity
FOOD_DIGESTION_SLEEP = 0.6
FOOD_DIGESTION_TRAVEL_VEHICLE = 0.8
FOOD_DIGESTION_TRAVEL = 1.5
FOOD_DIGESTION_ASSIGNMENT = 0.9
FOOD_DIGESTION_ONDUTY = 1.0
FOOD_DIGESTION_COMBAT = 2.0
; allow decay of food in every sector?
FOOD_DECAY_IN_SECTORS = TRUE
; a global modificator to the speed at which food decays. 1.0 is normal, values between 0.1 and 10.0
FOOD_DECAY_MODIFICATOR = 1.0
; do mercs make sounds when eating/drinking?
FOOD_EATING_SOUNDS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Disease Settings]
; If DISEASE is TRUE, your mercs can get diseases. Diseases are specified in Disease.xml. For example, you can get them from
; -insects in swamp & tropical sectors
; -contact with other people, animals and the dead
; -open wounds
; -spoiled food (requires food system to be on)
;
; A Disease will give you certain mali. This can even be a health loss. If untreated, most diseases get worse, in extreme cases, you could die from it.
; Doctors can cure most diseases. Some medicine items also help, and you can protect yourself with other items.
; set this to TRUE to play with diseases.
DISEASE = FALSE
; if DISEASE and DISEASE_STRATEGIC are set to TRUE, corpses pose a health risk.
; Once a corpse vanishes, it creates disease points in that sector. The more disease points, the higher the chance mercs catch any corpse-related illness.
; This can negatively affect the breath and health points of any NPC (enemy, militia or civilian) in that sector.
; If INDIVIDUAL_MILITIA and INDIVIDUAL_MILITIA_MANAGE_HEALTH are true, this negatively affects a militia's hourly regeneration.
; You can remove corpses via the Disease->Burial assignment to stop this from happening.
; You can remove disease points via the Disease->Treatment assignement, this works similar to the doctor assignment.
DISEASE_STRATEGIC = TRUE
; The World Health Organization has a website that contains a few helpful tips on diseases.
; It also allows you to subscribe. This will cost you money every day; in return you have access to a new map mode that shows you where in Arulco the arulcan plague has broken out.
; requires DISEASE and DISEASE_STRATEGIC to be TRUE
DISEASE_WHO_SUBSCRIPTIONCOST = 2000
; if a merc with disease #0 consumes food, the food becomes contaminated - anybody eating from it will get the disease
; if a merc with disease #0 is hit by a blade or throwing knife, that item becomes contaminated - anybody hit with it will get the disease
DISEASE_CONTAMINATES_ITEMS = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Dynamic Opinion Settings]
;******************************************************************************************************************************
; In this section you can specify whether mercs form dynamic opinions on each other
;******************************************************************************************************************************
; mercs can form dynamic opinions of each other, this in turn will affect their morale
; for more info on what can affect opinions, see Dynamic Opinion Modifiers Settings in Morale_Settings.ini
DYNAMIC_OPINIONS = TRUE
; notify the player of opinion changes in the message log
DYNAMIC_OPINIONS_SHOWCHANGE = TRUE
; if a merc A notices that merc B's mean wage times exp level(B)/exp level (A) times this is greater than their mean wage, he can get a
; negative opinion of merc B
WAGE_ACCEPTANCE_FACTOR = 1.5
;******************************************************************************************************************************
;******************************************************************************************************************************
[Dynamic Dialogue Settings]
;******************************************************************************************************************************
; In this section you can specify whether mercs talk to each other.
;******************************************************************************************************************************
; If DYNAMIC_DIALOGUE is TRUE, mercs will comment on each other.
; This can happen whenever something influences their relationship.
; Mercs will accuse each other of doing something - or compliment them. Other mercs can then react and choose answers
; depending on their relations and personality.
; If an IMP interjects, the player has a short time to select the kind of response he wants to give.
DYNAMIC_DIALOGUE = FALSE
; the dialogue boxes will stay on for x milliseconds
DYNAMIC_DIALOGUE_TIME_OFFSET = 3000
;******************************************************************************************************************************
;******************************************************************************************************************************
[PMC Settings]
;******************************************************************************************************************************
; In this section you can specify whether you will have access to a private military contractor that allows hiring militia
;******************************************************************************************************************************
; if PMC is TRUE, you will get an email from a PMC once you've started training militia.
PMC = TRUE
; on the website you can hire regular and veteran militia (for a high price). These can enter Arulco in sectors with certain facilities,
; like airport, harbours and border posts
; The PMC will slowly replenish its ranks, here you can define how many militia it will have at max
PMC_MAX_REGULARS = 35
PMC_MAX_VETERANS = 20
;******************************************************************************************************************************
;******************************************************************************************************************************
[Tactical Fortification Settings]
;******************************************************************************************************************************
; In this section you can specify settings for the fortification system
;******************************************************************************************************************************
; If set to false, we cannot fill sandbags or set up/remove fortifications while enemies are in the sector
FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR = TRUE
; can roofs collapse when they or their supporting walls are hit?
ROOF_COLLAPSE = TRUE
; Option to turn out a structure's tileset and tileset index if we press 'f' while the mouse is over it
; This is quite useful when adding fortification or interactive action data
PRINTOUTTILESET = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
; # # # # # # # # # # # # # # # # ## # # #
; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
; # # # # # # # # # # # # # # # # # # # # # #
; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Gamestart Settings]
;******************************************************************************************************************************
; These settings control the situation at the start of the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Game starting time and merc arrival delay
;
; The values are in seconds (3600 = 1 hour)
;
; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
;
; Do not change this setting after the game has started
; Do not set the values too low
;------------------------------------------------------------------------------------------------------------------------------
; Default value is 3600 (1am)
GAME_STARTING_TIME = 3600
; Default value is 21600 (7am)
FIRST_ARRIVAL_DELAY = 21600
;------------------------------------------------------------------------------------------------------------------------------
; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
;
; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
; airspace sector immediately after your initial arrival!!
;------------------------------------------------------------------------------------------------------------------------------
DEFAULT_ARRIVAL_SECTOR_X = 9
DEFAULT_ARRIVAL_SECTOR_Y = 1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Interface Settings]
;******************************************************************************************************************************
; These settings change the user interface in STRATEGIC mode.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory.
;
; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Change the color of the Stat Progress Bars shown on your character's information panel.
;
; The bars can be turned off completely using the in-game Options Menu.
;------------------------------------------------------------------------------------------------------------------------------
STAT_PROGRESS_BARS_RED = 140
STAT_PROGRESS_BARS_GREEN = 90
STAT_PROGRESS_BARS_BLUE = 20
;------------------------------------------------------------------------------------------------------------------------------
; Determine whether the Daily Expenses window takes into account your mercs' contracts.
;
; 0 = Do not take merc contracts into account.
; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs)
; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most
; recent contract signed with them.
;------------------------------------------------------------------------------------------------------------------------------
INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 1
; If disabled, the transition from the strategy screen will be skipped before entering tactical screen
DISABLE_STRATEGIC_TRANSITION = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Determine how to notify Player in Extreme Iron Man game, that it's a time to save.
;
; 0 = Open save screen.
; 1 = Pause the game.
; 2 = Do nothing (in auto-saves we trust).
;------------------------------------------------------------------------------------------------------------------------------
EXTREME_IRON_MAN_SAVING_TIME_NOTIFICATION = 1
;------------------------------------------------------------------------------------------------------------------------------
; Determine the hour in Extreme Iron Man when progress can be saved (0-23)
;------------------------------------------------------------------------------------------------------------------------------
EXTREME_IRON_MAN_SAVING_HOUR = 0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Progress Settings]
;******************************************************************************************************************************
; These settings change the way that Game Progress is calculated, and various other factors that are progress-based.
; PROGRESS normally increases as you advance in the game. It can also go down if you are losing.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Game progress weights
;
; Determine what factors influence your current progress.
; Range: 0-100%
; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults
;------------------------------------------------------------------------------------------------------------------------------
; The maximum number of progress points you can get from killing enemies. Default 25
GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you
; conquer more sectors. Default 25
GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25
; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
; control more mines and get more loyalty in the towns where the mines are. Default 50
GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50
; The maximum number of progress points you can get from exploring sectors on the map. Default 0
GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
;------------------------------------------------------------------------------------------------------------------------------
; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses
; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress.
;
; If set to TRUE, all progress weights are automatically set to 100.
;------------------------------------------------------------------------------------------------------------------------------
ALTERNATE_PROGRESS_CALCULATION = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Additional factors to Progress Calculation
;------------------------------------------------------------------------------------------------------------------------------
; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see
; above) can surpass it.
GAME_PROGRESS_MINIMUM = 0
; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100%
; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
GAME_PROGRESS_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; The minimum progress level required to trigger some events.
; Range: 0-100%
;------------------------------------------------------------------------------------------------------------------------------
; Default 35
GAME_PROGRESS_START_MADLAB_QUEST = 35
; Default 50
GAME_PROGRESS_MIKE_AVAILABLE = 50
; Default 70
GAME_PROGRESS_IGGY_AVAILABLE = 70
; The queen decides to go on the offensive. WARNING: This will be hard!
; AGGRESSIVE_STRATEGIC_AI must be true for this to have any effect
GAME_PROGRESS_OFFENSIVE_STAGE_1 = 65
GAME_PROGRESS_OFFENSIVE_STAGE_2 = 85
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Event Settings]
;******************************************************************************************************************************
; Controls various campaign events.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
; NOTE: This will make the beginning of the game MUCH HARDER if enabled!
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = TRUE
; This enables massive counterattacks in all cities (currently hardcoded), just like in Drassen.
; NOTE: These attacks will be huge. You have been warned.
; 0: no attacks
; 1: counterattacks on all cities possible
; 2: 1 + major offensives depending on game progress
AGGRESSIVE_STRATEGIC_AI = 2
; Determines whether crepitus / creatures show up in SCI-FI MODE only (they can never show up in realistic mode)
ENABLE_CREPITUS = TRUE
; Crepitus will attack other player-controlled town sectors, not just the originating town. Vanilla - FALSE
CREPITUS_ATTACK_ALL_TOWNS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Mine Shut-down Event
;
; Allows you to control which mine will run out of ore and stop working.
; Select mine.
; -1 = Game chooses a mine randomly.
; 0 = No mine will shut down!
; 2 = Drassen
; 3 = Alma
; 4 = Cambria
; 5 = Chitzena
; 6 = Grumm
;------------------------------------------------------------------------------------------------------------------------------
WHICH_MINE_SHUTS_DOWN = -1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Gameplay Settings]
;******************************************************************************************************************************
; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will
; definitely change the way it is played.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Reinforcement Settings
;
; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle.
;
; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
; die or run away.
;
; Reinforcements are enabled in TableData\DifficultySettings.xml.
;------------------------------------------------------------------------------------------------------------------------------
; Allows reinforcements only between city sectors. Only affects militia, not enemies.
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Reinforcements minimum+random turn delay and minimum+random units enter after they been called (dnl ch68 090913)
;------------------------------------------------------------------------------------------------------------------------------
; Enemy reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
MIN_DELAY_ENEMY_REINFORCEMENTS = 0
; Additional random delay added to minimum when reinforcements will arrive after they are called.
RND_DELAY_ENEMY_REINFORCEMENTS = 5
; Minimum enemy units which will enter after above delay is over.
MIN_ENTER_ENEMY_REINFORCEMENTS = 8
; Additional random enemy units to appear after passing delay.
RND_ENTER_ENEMY_REINFORCEMENTS = 8
; Militia reinforcement will arrive minimum this number of turns after they are called, if 0 then is disabled.
MIN_DELAY_MILITIA_REINFORCEMENTS = 0
; Additional random delay added to minimum when reinforcements will arrive after they are called.
RND_DELAY_MILITIA_REINFORCEMENTS = 5
; Minimum militia units which will enter after above delay is over.
MIN_ENTER_MILITIA_REINFORCEMENTS = 6
; Additional random militia units to appear after passing delay.
RND_ENTER_MILITIA_REINFORCEMENTS = 6
; Don't allow permanent items removal for no merc in that sector
NO_REMOVE_RANDOM_SECTOR_ITEMS = TRUE
; Depending on game difficulty enemy groups created during offensives can include tanks.
ARMY_USES_TANKS_IN_ATTACKS = TRUE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
ARMY_USES_TANKS_IN_PATROLS = TRUE
; Minimum progress required for tanks to appear.
TANK_MINIMUM_PROGRESS = 60
; Depending on game difficulty enemy groups created during offensives can include jeeps.
ARMY_USES_JEEPS_IN_ATTACKS = TRUE
; Depending on game difficulty enemy patrols at game start can be randomly reinforced with.
ARMY_USES_JEEPS_IN_PATROLS = TRUE
; Minimum progress required for jeep to appear.
JEEP_MINIMUM_PROGRESS = 30
;------------------------------------------------------------------------------------------------------------------------------
; Vehicle Inventory
;------------------------------------------------------------------------------------------------------------------------------
; Do vehicles have their own inventory to carry equipment?
VEHICLE_INVENTORY = TRUE
; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
HUMVEE_OFFROAD = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This determines how important luck is in Auto-Resolve combat, compared to actual skills.
; JA2 Default is 2.0 (luck is as important as skills).
; Lower this value to reply more on skills, raise to rely more on luck.
; Minimum is 1.0.
;------------------------------------------------------------------------------------------------------------------------------
AUTORESOLVE_LUCK_FACTOR = 2.0
;------------------------------------------------------------------------------------------------------------------------------
; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map
; (as a big red "?").
; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise.
;------------------------------------------------------------------------------------------------------------------------------
NO_ENEMY_DETECTION_WITHOUT_RECON = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Set the frequency and severity of risks triggered by using strategic facilities.
;------------------------------------------------------------------------------------------------------------------------------
; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000.
FACILITY_EVENT_RARITY = 1000
; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more
; noticeable. Increase this for the opposite. Default = 50.
FACILITY_DANGER_RATE = 50
;******************************************************************************************************************************
; Activates the new additional repair mode.
; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing
; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor
; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the
; same sector, then all equipped armor, and so forth, always starting with the item with least durability
; (especially jammed guns).
;
; FALSE = 1.13 repair system
; TRUE = New additional repair system based on priorities
;******************************************************************************************************************************
ADDITIONAL_REPAIR_MODE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; advanced repair/dirt system
;------------------------------------------------------------------------------------------------------------------------------
; determines wether a gun can suffer permanent damage that cannot be repaired by anyone other than local smiths.
; This can also be done by mercs with the 'technician' trait, see Skills_Settings.ini
ADVANCED_REPAIR = TRUE
; the only items we can repair are guns and armour
ONLY_REPAIR_GUNS_AND_ARMOUR = FALSE
; with this value one can increase or lower the dirt generated by all guns. Values from 0.1 to 10.0
DIRT_GLOBAL_MODIFIER = 1.25
;******************************************************************************************************************************
; Set how to handle Skyrider "hot LZ" options
;
; 0 = Don't allow Skyrider to drop off mercs in hot LZ (Vanilla style)
; 1 = Allow Skyrider to drop off mercs to center of map
; 2 = Skyrider drops mercs at map edge from direction he entered the sector.
; 3 = Allow Skyrider to drop your mercs as a group at a location of your choosing
;******************************************************************************************************************************
ALLOW_SKYRIDER_HOT_LZ = 2
;******************************************************************************************************************************
; Always make all the terrorists to appear in Arulco.
;
;******************************************************************************************************************************
ENABLE_ALL_TERRORISTS = TRUE
;******************************************************************************************************************************
; Enable all sectors with "secret" weapon caches.
; (These sectors hold usually a few chests with various mediocre to good equipment.)
;
;******************************************************************************************************************************
ENABLE_ALL_WEAPON_CACHES = FALSE
;******************************************************************************************************************************
; Override each map's percent likelihood of an item appearing.
; Valid range = 0-100, where 0 uses the map values.
; (Mainly for modders, can possibly take the fun out of the game)
;******************************************************************************************************************************
MAP_ITEM_CHANCE_OVERRIDE = 0
;******************************************************************************************************************************
; Prisoner system
;******************************************************************************************************************************
; can you capture enemy soldiers?
ALLOW_TAKE_PRISONERS = TRUE
; can you offer enemies a surrender option?
ENEMY_CAN_SURRENDER = TRUE
; display surrender values on asking for surrender. Helpful if you wonder why the enemy does not surrender at overwhelming odds.
DISPLAY_SURRENDER_VALUES = TRUE
; the higher this value, the more superiority you need over the enemy for them to surrender. Range: 2.0 - 10.0
SURRENDER_MULTIPLIER = 5.0
; can you offer your own surrender to the enemy? This will not work while certain quests are active, or if the enemy already asked
; you to surrender, and you refused
PLAYER_CAN_ASK_TO_SURRENDER = TRUE
; chance that released soldiers join the army again
PRISONER_RETURN_TO_ARMY_CHANCE = 50
; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
PRISONER_DEFECT_CHANCE = 25
; chance that interrogated soldiers give us intel (see Intel Settings)
PRISONER_INTEL_CHANCE = 25
; chance that interrogated soldiers get you ransom money
PRISONER_RANSOM_CHANCE = 25
; points needed to interrogate prisoners of specific types. You can see your points on the merc's face in strategic: 145/7 means 145 points, 7 prisoners
; When ordering mercs to interrogate, you can order them to target a specific class of prisoners, they will first interrogate those and then focus on the other types
PRISONER_INTERROGATION_POINTS_ADMIN = 30
PRISONER_INTERROGATION_POINTS_REGULAR = 50
PRISONER_INTERROGATION_POINTS_ELITE = 80
PRISONER_INTERROGATION_POINTS_OFFICER = 150
PRISONER_INTERROGATION_POINTS_GENERAL = 250
PRISONER_INTERROGATION_POINTS_CIVILIAN = 25
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Repair
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, Waldo can repair helicopter. You need to talk to him or give him money after damaged helicopter lands in his sector.
WALDO_CAN_REPAIR_HELICOPTER = TRUE
; If TRUE, Waldo will offer repair in strategic view, as soon as damaged helicopter lands in his sector and player has enough money.
WALDO_OFFERS_REPAIR_IN_STRATEGIC = TRUE
; If TRUE, each helicopter repair will cost more - for balancing reasons and to simulate parts scarcity.
WALDO_SUBSEQUENT_REPAIRS_COST_INCREASE = TRUE
; If TRUE, Skyrider will refuse to fly if helicopter is seriously damaged (he already returns to base, so it makes sense).
SERIOUSLY_DAMAGED_SKYRIDER_WONT_FLY = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Helicopter Refuel
;------------------------------------------------------------------------------------------------------------------------------
; If TRUE, Skyrider will have a limited amount of fuel, and will require refills in the base. Flying and hovering will burn fuel.
ALTERNATIVE_HELICOPTER_FUEL_SYSTEM = TRUE
; If TRUE, after helicopter gets hit by SAM, there's chance passengers will be wounded.
HELICOPTER_PASSENGERS_CAN_GET_HIT = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Morale Settings]
;******************************************************************************************************************************
; These settings modify certain team morale aspects
;******************************************************************************************************************************
; each hour we evaluate our morale based (amongst other things) upon the mercs in the same sector. We evaluate each according to
; our prejudices. This alters our morale. The effects depend on the other merc's properties.
; The effect is doubled if we care a lot about something.
; Our total modifier is then the average of all our opinions. Note that this will always be in [-25, 25].
; Example: If we are a snob, and the other merc is a slob, we get a modifier of -MORALE_MOD_REFINEMENT if we care about refinement,
; and 2x that modifier if we care a lot. None if we don't care.
; morale modifier for ugly(-2x), homely(-1x), beautiful(+1x) or 'total babe!'(+2x) people. Double if we care a lot.
; Values from 0 to 5, default is 1
MORALE_MOD_APPEARANCE = 1
; morale modifier for snob vs slob people. 1x for same and we care a lot, -1x for difference and we care, -2x for difference
; and we care a lot. Values from 0 to 5, default is 2
MORALE_MOD_REFINEMENT = 2
; morale modifier if the other person is of a nationality we hate. Does not apply if we do not hate a nation.
; Values from 0 to 5, default is 2.
MORALE_MOD_HATEDNATIONALITY = 3
; morale modifier if the other person is not of our race and we are racist. Values from 0 to 5, default is 2.
MORALE_MOD_RACISM = 3
; morale modifier if the other person is of a different gender. Positive if attractive, negative if ugly. Doubled if very attractive/ugly,
; doubled again if we are very sexist. Values from 0 to 5, default is 1.
MORALE_MOD_SEXISM = 1
; morale modifier if we have a xenophobic background and our background differs from theirs. Values from 0 to 15, default is 5.
MORALE_MOD_BACKGROUND_XENOPHOBIC = 5
;******************************************************************************************************************************
;******************************************************************************************************************************
[Laptop Settings]
;******************************************************************************************************************************
; Use these settings to make changes to the laptop screen.
;******************************************************************************************************************************
; If set to TRUE, you can browse to the briefing room website on the laptop
BRIEFING_ROOM = FALSE
; If set to TRUE, you can browse to the encyclopedia website on the laptop (Note: Feature is currently deactivated and does not do anything)
ENCYCLOPEDIA = FALSE
; Determines when to show items in Encyclopedia. 4: Spotted item in merc inventory. 3: Spotted in dealers inventory (or 4),
; 2: Spotted at Bobby Rays or at AIM/M.E.R.C. website (or 3 or 4). 1: Spotted item on enemy (or 2 to 4). Values from 1 to 4.
ENCYCLOPEDIA_ITEM_MASK = 1
; If disabled, the transition will be skipped when opening/closing the laptop
DISABLE_LAPTOP_TRANSITION = TRUE
; Fast loading of WWW laptop sites?
FAST_WWW_SITES_LOADING = TRUE
; If set to TRUE, mouse boundary will be locked on the laptop, default behaviour. Ctrl + Z / Ctrl + Y to toggle current laptop session only
LAPTOP_MOUSE_CAPTURED = FALSE
; if true, campaign history site (Arulco Press Council) is accessible
CAMPAIGN_HISTORY = TRUE
; Only read the last ... battle reports, forget older ones. With -1 (default), read all of them. Reports lost this way cannot be recreated!
CAMPAIGN_HISTORY_MAX_REPORTS = -1
;******************************************************************************************************************************
;******************************************************************************************************************************
[Bobby Ray Settings]
;******************************************************************************************************************************
; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's.
;******************************************************************************************************************************
; When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take.
BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = TRUE
; With this setting you can set the maximum purchase amount from Bobby Ray. For JA2 vanilla this is 10 per shipment.
BOBBY_RAY_MAX_PURCHASE_AMOUNT = 30
;------------------------------------------------------------------------------------------------------------------------------
; Item shipment settings
;------------------------------------------------------------------------------------------------------------------------------
; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
STEALING_FROM_SHIPMENTS_DISABLED = FALSE
; Set the chance in percentage of whole shipment lost from Bobby Ray
CHANCE_OF_SHIPMENT_LOSS = 10
;******************************************************************************************************************************
;******************************************************************************************************************************
[Item Property Settings]
;******************************************************************************************************************************
; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change
; all the individual entries in Items.XML or Weapons.XML.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles.
; Range: 0-1000
; 100 means 100% (no change in damage)
; maximum damage (internal) is 255
;------------------------------------------------------------------------------------------------------------------------------
EXPLOSIVES_DAMAGE_MODIFIER = 100
MELEE_DAMAGE_MODIFIER = 100
GUN_DAMAGE_MODIFIER = 100
;------------------------------------------------------------------------------------------------------------------------------
; Percentage modifiers for weapon ranges. Use it if you don't want edit the datafiles.
; Range: 0-1000
; 100 means 100% (no change in range)
; 200 means 200% (doubles the range)
; 50 means 50% (halves the range)
;------------------------------------------------------------------------------------------------------------------------------
GUN_RANGE_MODIFIER = 100
;------------------------------------------------------------------------------------------------------------------------------
; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target
; in an unprotected area. Each armor item has a different coverage value.
;------------------------------------------------------------------------------------------------------------------------------
ENABLE_ARMOR_COVERAGE = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip.
; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside.
; This setting also applies to consumable items (food, drugs, canteens, camo kits).
;------------------------------------------------------------------------------------------------------------------------------
DYNAMIC_AMMO_WEIGHT = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too,
; but won't lower B/5AP below 0.
; 0 = No change from normal
; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
;------------------------------------------------------------------------------------------------------------------------------
AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
;------------------------------------------------------------------------------------------------------------------------------
; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.)
; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has.
; At 0.5, characters can comfortably carry twice as much with the same amount of strength.
;------------------------------------------------------------------------------------------------------------------------------
STRENGTH_TO_LIFT_HALF_KILO = 1.0
;------------------------------------------------------------------------------------------------------------------------------
; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate.
; Note: This is only used if Old Trait System is played
;------------------------------------------------------------------------------------------------------------------------------
MORTAR_CTH_DIVISOR = 3
;------------------------------------------------------------------------------------------------------------------------------
; When attachments have not been assigned for NAS, the game can add default slots that differ per item type.
; It is recommended to play with this set to FALSE when the attachments are assigned properly.
; This option is best used when playing a XML based mod that does not have the NAS xml fully updated.
; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.
;------------------------------------------------------------------------------------------------------------------------------
USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The chance in percentages that an attachment will have to drop with the item if an NPC dies.
; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
; Inseperable attachments will always drop. Range: 0 - 100%
;------------------------------------------------------------------------------------------------------------------------------
ATTACHMENT_DROP_RATE = 10
;------------------------------------------------------------------------------------------------------------------------------
; The maximum amount of attachments NPC's can get on their gun when they get random equipment.
; They will usually get less attachments than this value because of randomness. Range: 2 - 30
;------------------------------------------------------------------------------------------------------------------------------
MAX_ENEMY_ATTACHMENTS = 6
; should separate tables be used for each soldier class (admin, regular, elite, green/regular/elite militia)?
SOLDIERCLASS_SPECIFIC_ITEM_TABLES = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Enemy AI Settings]
;******************************************************************************************************************************
; These settings change the behavior of the queen's army on the Strategy Map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; New strategic AI
;
; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies
; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens
; to every city, possibly several times during the campaign!
; When set to TRUE, this setting has the potential of making the game considerably harder.
;------------------------------------------------------------------------------------------------------------------------------
NEW_AGGRESSIVE_AI = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Individual Enemy Group Behavior
;
; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what
; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active.
; This behavior was deactivated in original game.
;
; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to
; reinforce this sector.
; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
;------------------------------------------------------------------------------------------------------------------------------
ENEMY_INVESTIGATE_SECTOR = FALSE
REASSIGN_PENDING_REINFORCEMENTS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Additional Enemy AI Settings]
;******************************************************************************************************************************
; These settings change the behavior of the queen's additional AI on the Strategy Map.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Arulco Special Division
;
; Control over a number of new features will gradually be given over to a second strategic 'AI' - the 'Arulco Special Division'.
; This should control if, how and when these new features are used by the AI.
;
; It has its own 'budget', which allows it to purchase new actions. This serves to limit the amount of the AIs actions.
; It also gives the player a way to compete with the AI - lower the AI budget, and the AI can do less harm.
; For example, part of the AI budget might come from mine income, which the player can take away.
;
; If possible, the AI should have to buy and maintain its assets.
; This way the player could harm the AI by specifically targetting those assets if he chooses so.
; Ideally this gives the player another immersive way to do sth. in the game.
; For example, enemy helicopters have to be bought, fuelled and repaired.
; In order to stop enemy heli raids, the player could
; - shoot them down
; - steal enemy fuel deliveries
; - sabotage enemy helis in their airfield
;
; There is a cyclic update of this AI. Each time the AI decides whether it wants (and can afford) new assets.
; These assets then have to be ordered and can only be used once arrived.
; The AI also decides how to use these assets.
;
; This feature is not recommended for new players.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division is active
ASD_ACTIVE = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; The AI has to buy its assets, and these need to be 'shipped' to the country before it can use them.
; These are the base costs in $ for AI resources.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 100
ASD_COST_FUEL = 10
; a helicopter, valid from 1 to 1000000
ASD_COST_HELI = 30000
; a jeep (armed with a MG), valid from 1 to 1000000
ASD_COST_JEEP = 20000
; a tank, valid from 1 to 1000000
ASD_COST_TANK = 50000
;------------------------------------------------------------------------------------------------------------------------------
; Once bought, it takes time for resources to get to the country.
; These are the base times in minutes for the goods to arrive.
; It is planned that at some point, the player and the AI will be able to influence these.
;------------------------------------------------------------------------------------------------------------------------------
; one unit of fuel, valid from 1 to 60 * 48
ASD_TIME_FUEL = 480
; a helicopter, valid from 1 to 60 * 48
ASD_TIME_HELI = 1200
; a jeep (armed with a MG), , valid from 1 to 60 * 48
ASD_TIME_JEEP = 720
; a tank, , valid from 1 to 60 * 48
ASD_TIME_TANK = 1440
;------------------------------------------------------------------------------------------------------------------------------
; Determine whether ASD assigns tanks and jeeps to enemy patrols and jeeps
;------------------------------------------------------------------------------------------------------------------------------
ASD_ASSIGNS_TANKS = TRUE
ASD_ASSIGNS_JEEPS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Tanks and jeeps are not refueled, instead fuel is required upon 'creating' them
;------------------------------------------------------------------------------------------------------------------------------
ASD_FUEL_REQUIRED_TANK = 100
ASD_FUEL_REQUIRED_JEEP = 20
;******************************************************************************************************************************
;******************************************************************************************************************************
[Enemy Helicopter Settings]
;******************************************************************************************************************************
; This feature allows the AI to use helicopters to rapidly deploy troops, similar to Skyrider.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Once the AI is aware of the player using Skyrider's helicopter (indicated by a cutscene), or after a certain game progress,
; it can purchase some for itself.
; Just like the player, it can then fly a small squad around on the map and deploy them.
; Helicopters have to be fuelled and repaired, which consumes AI resources.
;
; The player can shoot down helis via SAM batteries, and infantry-based MANPADS. Due to engine limitations, this cannot be
; done manually and happens automatically once a heli is known and in range.
; If a helicopter was downed, there is a chance that the pilot survived and can be killed or captured by the player
; (downed pilots are counted as officers with regards to Prisoner Interrogation).
;
; Provided the sector has the correct tilesets, it is also possible to destroy enemy helicopters on the ground if they
; are parking in their home base.
;
; Enemy helicopter raids target strategically important targets to the player (towns, mines, inactive SAMs, roads, farms if
; MILITIA_VOLUNTEER_POOL is on) that are lightly defended and reachable without too much hostile SAM exposure.
;
; The AI can have up to 2 helicopters, each carrying up to 6 elites. Travel time per sector is 10 minutes.
;
; For specific sector settings, see Mod_Settings.ini.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE: Arulco Special Division can use helicopters
ENEMYHELI_ACTIVE = TRUE
; helis are unlocked either by the Skyrider cutscene (skipping it won't help) or if game progress reaches this value.
ENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS = 30
; heli hitpoints, valid from 1 to 255
ENEMYHELI_HP = 100
; time to repair 1 HP at the home base in minutes, valid from 1 to 20
ENEMYHELI_HP_REPAIRTIME = 6
; cost to repair 1 HP at the home base in $, valid from 10 to 1000
ENEMYHELI_HP_COST = 200
; heli maximum fuel, valid from 25 to 200
ENEMYHELI_FUEL = 50
; time to refuel 1 unit of fuel at the home base in minutes, valid from 1 to 9999
ENEMYHELI_FUEL_REFUELTIME = 3
;------------------------------------------------------------------------------------------------------------------------------
; Settings related to SAMs
; These settings only affect enemy helicopters and attacks against them. For Skyrider, see Helicopter_Settings.ini instead.
;
; Every time an enemy helicopter moves and is known to the player, his air defense will try to shoot the heli down.
; There are two kinds of anti-air-defense:
; - SAM sites cover a large amount of the map and can fire in any of 'their' sectors (see SamSites.xml).
; They require control of the sector. They can be rendered inactive by damaging their control computer.
; Damaged SAM sites can be repaired by the player in the strategic map.
; They uncover any enemy heli in their sectors, but will only fire if staff (militia or mercs) is present.
; CTH depends on quality of the staff and range to the target.
; - MAn-Portable-Air-Defense-Systems are infantry based missile launchers. They can only be used by mercs.
; They can only be used on targets in the same or adjacent sectors.
; CTH depends on weapon status, range and the user's cth with launchers.
; The launchers have to be armed in the inventory, it is not required to have them in the hands.
;
; For balance reasons (there should to be an incentive to use MANPADS over SAMs), default MANPADS damage is a lot higher than
; SAM damage.
;------------------------------------------------------------------------------------------------------------------------------
; the AI does not consider attacking a sector if the flight path (to and back) contains more than this number of sectors
; with an active, hostile SAM. Increasing this number will make helicopters more reckless.
; Valid from 0 to 10.
ENEMYHELI_TOLERATED_HOSTILE_SAMSECTORS = 4
; fixed damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_SAM_DAMAGE_BASE = 25
; maximum random extra damage of a SAM hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_SAM_DAMAGE_VAR = 30
; fixed damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_BASE = 40
; maximum random extra damage of a MANPADS hitting an enemy helicopter, valid from 10 to 100.
ENEMYHELI_MANPADS_DAMAGE_VAR = 80
;******************************************************************************************************************************
;******************************************************************************************************************************
[Raid Settings]
;******************************************************************************************************************************
; These settings control whether randomized raids occur in player-controlled sectors
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If the player doesn't defend his city sectors/SAM sites enough, opportunistic forces can attack them at night.
; These attacks occur if these sectors have only very few mercenaries or militia present.
; Raids can be done by
; - bloodcats
; - zombies (requires zombie feature to be active)
; - bandits
; These forces will attack anyone in a sector and can also fight in autoresolve. If your forces are defeated, this will result
; in a severe morale loss.
;
; Whether a raid can happen in a sector at all is set in TableData\Maps\SectorNames.xml with the
; <bloodcatraidpossible>/<zombieraidpossible>/<banditraidpossible>-tags.
;
; NOTE: THIS WILL MAKE THE GAME HARDER!!!
;------------------------------------------------------------------------------------------------------------------------------
; set to TRUE to enable raids
RAID_BLOODCATS = FALSE
RAID_ZOMBIES = FALSE
RAID_BANDITS = FALSE
; base value determining how fast the forces are replenished daily. Higher means more forces.
; Values from 1 to 100, default 3.
RAID_REPLENISH_BASEVALUE = 3
; how many troops are allowed in a raid at maximum?
; If the size of a bloodcat or bandit raid is lower than the defensive force' size, they will not attack.
; Zombies have no such inclination and will attack regardless.
RAID_MAXSIZE_BLOODCATS = 8
RAID_MAXSIZE_ZOMBIES = 12
RAID_MAXSIZE_BANDITS = 6
; How many attacks can happen potentially in a single night? Note that if player forces are strong enough, no attack will occur.
RAID_MAXATTACKSPERNIGHT_BLOODCATS = 3
RAID_MAXATTACKSPERNIGHT_ZOMBIES = 3
RAID_MAXATTACKSPERNIGHT_BANDITS = 3
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Training Settings]
;******************************************************************************************************************************
; These settings control the training of Town Militia.
;******************************************************************************************************************************
; Defines the maximum number of Militia that can occupy the same sector
; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the
; duration of the battle.
MAX_MILITIA_PER_SECTOR = 20
; The number of Town Militia that are trained in a single "training session".
NUM_MILITIA_TRAINED_PER_SESSION = 10
; How much loyalty you need in a town to allow you to train Militia there.
MIN_LOYALTY_TO_TRAIN_MILITIA = 20
; This controls how fast town militia gets trained.
MILITIA_TRAINING_RATE = 4
; if set to TRUE, accumulated militia training progress is awarded to the next training session if a training session is finished.
MILITIA_TRAINING_CARRYOVER_PROGRESS = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia,
; and are almost as well-trained as enemy Blackshirts.
;------------------------------------------------------------------------------------------------------------------------------
; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities.
; FALSE = Only Regular (Light-Blue) militia can be trained.
ALLOW_TRAINING_ELITE_MILITIA = FALSE
; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE)
ELITE_MILITIA_TRAINING_DELAY= 1
;------------------------------------------------------------------------------------------------------------------------------
; Leadership and Town Militia training
;------------------------------------------------------------------------------------------------------------------------------
; Militia training bonus for RPC (as a percentage of the normal training speed)
; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster.
RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10
; Minimum leadership skill required to be able to train Militia at all
MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 20
; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE).
LEADERSHIP_AFFECTS_MILITIA_QUANTITY = TRUE
; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
REQ_LEADERSHIP_FOR_MAX_MILITIA = 60
; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test
; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia
; training.
; 100 = no bonus. 150 = 50% bonus. etcetera
; Note: This is only used if Old Trait System is played
TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Volunteer Pool Settings]
; If MILITIA_VOLUNTEER_POOL is TRUE, we have a limited volunteer pool. If we train militia, the pool is lowered, if we run out
; of volunteers we cannot train militia any more.
; Each town sector has an assumed civilian population (see SectorNames.xml) and a loyalty value (the percentage displayed next
; to a town's name in the strategic map). population times loyalty equals loyal population.
; We can also gain volunteers by interrogating prisoners or as a result of quests.
; toggles this feature on and off
MILITIA_VOLUNTEER_POOL = FALSE
; If we liberate a sector for the first time, we get loyal population times this factor volunteers instantly.
MILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION = 0.2
; Global loyal population size is increased by this factor for every farm sector we control.
; The reasoning is that controlling food supplies shows our commitment to the common people, and eases the food situation tremendously.
MILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM = 0.05
; Volunteer gain per hour = ln(1 + loyal population * MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY)
MILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY = 0.002
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Strategic Movement Settings]
;------------------------------------------------------------------------------------------------------------------------------
; If ALLOW_MILITIA_STRATEGIC_COMMAND is TRUE, we can plot paths for militia just like for merc groups or the heli.
; To command militia, display militia in the strategic map, then leftclick on a sector with militia in it.
;------------------------------------------------------------------------------------------------------------------------------
ALLOW_MILITIA_STRATEGIC_COMMAND = FALSE
; if TRUE, this feature requires either control and staffing of a military HQ, a merc in the same sector/town, or a radio operator
; in an adjacent sector.
MILITIA_STRATEGIC_COMMAND_REQUIRES_MERC = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Strength Settings]
;******************************************************************************************************************************
; These settings control the strength of town or mobile militia in tactial combat and autoresolve.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; These settings determine how well the militia will fight during autoresolve and tactical combat.
;
; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia
; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia
; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies.
;------------------------------------------------------------------------------------------------------------------------------
; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
; negative, meaning the militia will be weaker.
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 5
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 10
; Flat bonus to Militiamen Action Points.
GREEN_MILITIA_APS_BONUS = 0
REGULAR_MILITIA_APS_BONUS = 0
VETERAN_MILITIA_APS_BONUS = 5
; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
GREEN_MILITIA_CTH_BONUS_PERCENT = 0
REGULAR_MILITIA_CTH_BONUS_PERCENT = 0
VETERAN_MILITIA_CTH_BONUS_PERCENT = 10
; Normal and energy damage is reduced by this many percents.
GREEN_MILITIA_DAMAGE_RESISTANCE = 0
REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
VETERAN_MILITIA_DAMAGE_RESISTANCE = 10
; Determines bonus to assigned weapon and gear quality (coolness).
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 1
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 2
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Equipment Settings]
;******************************************************************************************************************************
; These settings control the how militia can equip itslef from sector inventories
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in.
;
; This applies to both tactical and strategic combat.
; Once a sector gets unloaded, the militia will drop the equipment taken again into the sector.
; Gear can be manually dropped in tactical via the 'Ctrl' + '.'-menu, item 'militia inspection'.
; Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. This also works
; if no mercs are present in that sector.
; If militia reinforces a sector, they will take their gear along.
; Mobile militia get their initial gear from the sector they were trained in, after that they take their gear with them if they move on the map.
; It is up to the player to sufficiently distribute gear to his militia (by leaving items in the sector that militia are in).
;------------------------------------------------------------------------------------------------------------------------------
; if set to true, militia will take parts of its equipment from a sector's inventory.
MILITIA_USE_SECTOR_EQUIPMENT = FALSE
; determines wether militia picks helmets, vests and leg armour from the sector.
MILITIA_USE_SECTOR_EQUIPMENT_ARMOUR = TRUE
; determines wether militia takes NVGs, sungoggles and gasmasks from the sector.
MILITIA_USE_SECTOR_EQUIPMENT_FACE = TRUE
; determines wether militia takes knifes and punch weapons from the sector
MILITIA_USE_SECTOR_EQUIPMENT_MELEE = TRUE
; determines wether militia takes guns from the sector
MILITIA_USE_SECTOR_EQUIPMENT_GUN = TRUE
; determines wether militia takes ammo from the sector. Requires MILITIA_USE_SECTOR_EQUIPMENT_GUN to be true.
; If this is set to false fitting ammo will be spawned in the traditional way, but not be dropped
; If this is set to TRUE, make sure to occasionally restock ammo for your militia.
MILITIA_USE_SECTOR_EQUIPMENT_AMMO = TRUE
; determines whether militia takes new attachments for its gun from the sector. Existing attachments are not replaced
MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS = TRUE
; determines wether militia takes grenades from the sector, it will take up to 2 grenades of one type
MILITIA_USE_SECTOR_EQUIPMENT_GRENADE = TRUE
; determines wether militia takes LAWs, mortars, RPGs or grenade launchers from the sector
MILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER = TRUE
; the number of bullets deemed sufficient for a gun is
; max(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN, min(MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX, MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT * magazine size))
; if there is less ammo for a gun than this in a sector, we at first look for other guns, but can still select this one if none have enough ammo
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN = 10
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX = 200
MILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT = 2
; if set to TRUE, once can prohibit militia of certain classes from using an item while toggling with TAB in the sector
; inventory. Turqoise gear cannot be chosen by green milita, purple gear cannot be chosen by green or light blue militia, and
; orange gear cannot be chosen by any militia.
MILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Militia Resource Settings]
;******************************************************************************************************************************
; These settings control whether we require resources to train and upgrade militia
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; If this feature is used, the player can convert items to get 3 resources:
; Guns: obtained from weapons, ammo
; Armour: obtained from helmets, vests, pants, LBE and face items
; Miscellaneous: obtained from melee weapons, launchers, grenades and bombs
;
; Whenever we train or promote militia, we spend these resources:
; - A green militia requires 1 Gun.
; - A promotion from green to regular militia requires 1 Gun + 1 Armour.
; - A promotion from regular to elite militia requires 1 Gun + 1 Armour + 1 Misc..
;
; If we don't have enough resources, the training/promotion won't happen.
;
; Resources will be spent when we obtain militia by interrogation, but not if we recruit them from a PMC.
;
; Items can be converted into resources in the sector inventory by pressing [Alt] + [RMB], similar to how
; SELL_ITEMS_WITH_ALT_LMB works.
; Resources will be shown in the strategic map while the Militia view is active.
;
; Every time the maximum game progress increases, the resource pool is multiplied by the fraction of new and old progress.
;
; This feature requires MILITIA_USE_SECTOR_EQUIPMENT to be FALSE.
;------------------------------------------------------------------------------------------------------------------------------
MILITIA_REQUIRE_RESOURCES = FALSE
; The resource value of an item is determined by its status, coolness, class specific modifiers, and the highest game progress reached so far.
; progress modifier is MILITIA_RESOURCES_PROGRESSFACTOR / highest progress so far
; values between 1.0 and 100.0, 10.0 recommended default
MILITIA_RESOURCES_PROGRESSFACTOR = 10.0
; class specific modifiers, values between 0.0 and 1.0
; ammo modifier PER SINGLE BULLET. Note that coolness is not derived from the item's coolness, but the coolness of the crate item corresponding to this ammotype and caliber
MILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET = 0.01
; the gun modifier covers all guns and launchers
MILITIA_RESOURCES_ITEMCLASSMOD_GUN = 0.9
MILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR = 0.3
MILITIA_RESOURCES_ITEMCLASSMOD_MELEE = 0.2
MILITIA_RESOURCES_ITEMCLASSMOD_BOMB = 0.25
MILITIA_RESOURCES_ITEMCLASSMOD_GRENADE = 0.17
MILITIA_RESOURCES_ITEMCLASSMOD_FACE = 0.05
MILITIA_RESOURCES_ITEMCLASSMOD_LBE = 0.03
; Different attachments have multiple modifiers. They also attribute to different resources
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW = 0.05
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM = 0.1
MILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH = 0.2
; guns are further modified by a weapon class specific modifier
MILITIA_RESOURCES_WEAPONMOD_PISTOL = 0.6
MILITIA_RESOURCES_WEAPONMOD_M_PISTOL = 0.7
MILITIA_RESOURCES_WEAPONMOD_SMG = 0.8
MILITIA_RESOURCES_WEAPONMOD_RIFLE = 0.9
MILITIA_RESOURCES_WEAPONMOD_SN_RIFLE = 1.0
MILITIA_RESOURCES_WEAPONMOD_AS_RIFLE = 1.0
MILITIA_RESOURCES_WEAPONMOD_LMG = 1.0
MILITIA_RESOURCES_WEAPONMOD_SHOTGUN = 1.0
;******************************************************************************************************************************
;******************************************************************************************************************************
[Intel Settings]
;------------------------------------------------------------------------------------------------------------------------------
; The player can acquire and spend the Intel resource. This resource is closely tied to espionage and information brokering.
; The goal is to deepen the game experience by allowing for more espionage/intelligence/reconaissance roleplay.
;
; Intel can be gained in several ways:
; - interactive actions (like reading classified documents in a military base, hacking computers) can give one-time resources.
; see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!)
; - interrogating prisoners can give us intel, the amount depends on prisoner type
; - mercs can hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs
; attempting to do so have the covert trait.
; - You can take a camera and take photograps of important NPCs or locations of special interest. With luck, you can sell them
; on the R.I.S. website. After a few hours of verification, you will receive a intel reward.
; - Recruiting some NPCs gives you tiny bits of intel.
;
; You can spend intel in several ways:
; - After you've received your first intel, you will receive an email with further tips on this. One will be the link to the
; R.I.S. website. You can buy information on several things (troop presence & movement, enemy VIPs, location of imprisoned mercs...) here.
; - Rumours say that a special trader deals high-tech weaponry exclusively for intel.
;------------------------------------------------------------------------------------------------------------------------------
RESOURCE_INTEL = TRUE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Shopkeeper Inventory Settings]
;******************************************************************************************************************************
; These settings control the inventory of Arulco's resident shopkeepers.
; See also: TableData\NPCInventory\Merchants.xml (eg: useBRSetting)
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; This is a chance that Tony will be available at his weapon shop in San Mona. (If the chance does not roll, he will be away
; for some time.) Value 80 is vanilla settings, 100 means Tony will always be home.
;------------------------------------------------------------------------------------------------------------------------------
CHANCE_TONY_AVAILABLE = 80
;------------------------------------------------------------------------------------------------------------------------------
; Turn on to get BR shipments faster
;------------------------------------------------------------------------------------------------------------------------------
FAST_BOBBY_RAY_SHIPMENTS = FALSE
;******************************************************************************************************************************
;******************************************************************************************************************************
[Strategic Assignment Settings]
;******************************************************************************************************************************
; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Basic Settings
;
; Use these to affect all assignments.
;------------------------------------------------------------------------------------------------------------------------------
; The amount time a character must be on assignment before it can have any effect.
; Theoretically, everything will go faster if this is lower...
MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
; if we order a merc to sleep in strategic view, notify us if this isn't possible
NOTIFY_IF_SLEEP_FAILS = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Skill Training
;
; These settings control the speed of training, and how useful some characters are at training others.
;------------------------------------------------------------------------------------------------------------------------------
; Min skill required for a character to be able to increase that skill at all.
MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 0
; Max value to which any skill can be trained.
MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100
; Divisor for rate of self-training (the "PRACTICE" assignment)
TRAINING_RATE_DIVISOR = 1000
; The divisor for rate of training bonus due to instructors influence
; Reduce to speed-up trainer/student training
; This value gets added to the TRAINING_RATE_DIVISOR when calculating training points
INSTRUCTED_TRAINING_DIVISOR = 3000
; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
; Also applies to training militia
TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
; The minimum skill rating a character must have before he can train fellow teammates in that skill.
MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
; The <bEvolution>-tag in MercProfiles.xml controls whether mercs are stopped from increasing their stats. If TRUE, that tag is
; disabled and increasing stats works normally.
DISABLE_EVOLUTION = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
;
; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
; 1 = Both options on.
;------------------------------------------------------------------------------------------------------------------------------
SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 1
SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 1
;------------------------------------------------------------------------------------------------------------------------------
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
;
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
; 2 = Trainers will not become tired if they are awake while all their students are asleep. In fact, they are considered
; "Resting", and will regain their fatigue back slowly until at least one student wakes up.
; 3 = Trainees will not lose fatigue if they are awake while the trainer is asleep. In fact, they are considered
; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
; 1 = Both options on.
;
; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the
; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING).
;------------------------------------------------------------------------------------------------------------------------------
REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 1
;------------------------------------------------------------------------------------------------------------------------------
; Doctoring
;
; (for reference: OKLIFE = 15 health)
;------------------------------------------------------------------------------------------------------------------------------
; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
; Low = patient, high = working
NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1
NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4
NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12
; Increase this value to reduce doctoring pts per hour, or vice versa.
; At 2400, the theoretical maximum is 150 full healing pts/day.
DOCTORING_RATE_DIVISOR = 2400
; How many points of healing each hospital patients gains per hour in the hospital
; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
HOSPITAL_HEALING_RATE = 5
; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left)
BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
; Multiplier for how much medical skill is needed, for each point below OKLIFE
MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
; Number of "doctor" points used up to heal each point below OKLIFE
POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
; If retreating mercs are bleeding, their squad can bandage them while on the move
ALLOW_BANDAGING_DURING_TRAVEL = FALSE
;------------------------------------------------------------------------------------------------------------------------------
; Repairing
;------------------------------------------------------------------------------------------------------------------------------
; Cost to unjam a weapon in repair pts
REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
; Increase this value to reduce the number of repair pts each character generates (slowing down repair), or vice versa
REPAIR_RATE_DIVISOR = 2500
; Increase this value to reduce the number of cleaning pts each character generates (slowing down gun cleaning), or vice versa
CLEANING_RATE_DIVISOR = 500
; When calculating how many Repair Points a character can generate while assigned to a task, we take the total Repair Points
; the character can generate daily, and divide them by this number (normally 24, representing 24 hours).A higher value here slows
; down repair. A lower value speeds it up.
REPAIR_SESSIONS_PER_DAY = 24
;------------------------------------------------------------------------------------------------------------------------------
; Administration
;
; This assignment has a merc preforming various administrative tasks that boost the productivity of other mercs in the same
; town or sector. This affects doctoring, repairing, training, interrogation, fortification, burial, item movement etc..
; The boost is divided over all applicable mercs by the same amount.
;------------------------------------------------------------------------------------------------------------------------------
; How much administration points are required to boost another merc's productivity by 1%? The higher the less effective this
; assignment becomes.
ADMINISTRATION_POINTS_PER_PERCENT = 20.0
; What is the maximum boost one can receive this way?
ADMINISTRATION_MAX_PERCENTAGE = 15
;------------------------------------------------------------------------------------------------------------------------------
; SquadNames
;------------------------------------------------------------------------------------------------------------------------------
; use squadnames from SquadNames.xml
USE_XML_SQUADNAMES = FALSE
[Clock Settings]
;******************************************************************************************************************************
; These settings control the speed behavior of the game.
;******************************************************************************************************************************
;------------------------------------------------------------------------------------------------------------------------------
; Change in Clock Speed from base clock speed in percent
; Range: 100 - 300 Default: 150
;------------------------------------------------------------------------------------------------------------------------------
CLOCK_SPEED_PERCENT = 120
;------------------------------------------------------------------------------------------------------------------------------
; Timeslice in microseconds. The frequency that the screen is refreshed.
; At normal speed the clock is updated every 16 milliseconds.
; Range: 1000 - 20000 Default: 16000
;------------------------------------------------------------------------------------------------------------------------------
UPDATE_FREQUENCY = 16000
;------------------------------------------------------------------------------------------------------------------------------
; Improved auto fast forwarding. Do not accelerate visible soldiers
; Note: Even for invisible soldiers, only movement is accelerated
; most of specific actions like shooting and tossing grenades are performed at normal speed
;------------------------------------------------------------------------------------------------------------------------------
IMPROVED_AUTO_FAST_FORWARD = TRUE
;------------------------------------------------------------------------------------------------------------------------------
; Fast forward timeslice in milliseconds. The frequency that the base clock is updated.
; At normal speed the clock is updated every 10 milliseconds.
; Range: 1-10000 Default: 500
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_PERIOD = 500
;------------------------------------------------------------------------------------------------------------------------------
; When the specified key(s) is pressed (and hold down), the fast forward mode will be enabled.
; Based on the virtual key system without VK_ prefix in http://msdn.microsoft.com/en-us/library/ms645540%28VS.85%29.aspx
; Note MENU = [ALT], CONTROL = [CTRL]
; Examples (separated by comma):
; SCROLL, CONTROL + MENU + SHIFT + S, MULTIPLY, NUMPAD9, DECIMAL, LCONTROL + RSHIFT + LALT + NUMPAD1
;------------------------------------------------------------------------------------------------------------------------------
FAST_FORWARD_KEY = SUBTRACT
[Overhead Map Settings]
;Settings for the mark remaining hostile feature, only works on Bigmaps and resolutions above 1650x1080, toggle on/off in Preferences!
;Modes:
; 0 Off
; 1 Draw Rectangles
; 2 Draw Rectangles and hatch them with the 'no deployment' pattern
MARKER_MODE = 2
;Precision governs how small the marked area will be
; 0 Hostiles are in a general area 180 tiles across
; 1 Hostiles are in a general area 120 tiles across
; 2 Hostiles are in a general area 90 tiles across
; 3 Hostiles are in a general area 60 tiles across
; 4 Hostiles are in a general area 45 tiles across
; 5 Hostiles are in a general area 30 tiles across
DAYTIME_PRECISION = 4
;Same as above, this time for Night
NIGHTTIME_PRECISION = 5
;Number of remaining Soldiers before their location gets marked
MAX_SOLDIERS_LEFT = 1