mirror of
https://github.com/1dot13/source.git
synced 2026-08-05 14:00:23 +02:00
- New (originally very old) feature: merc relations are influenced by appearance/refinement/racism/nationality/sexism. See http://www.bears-pit.com/board/ubbthreads.php/topics/326828.html#Post326828 for more info.
- fixed some default values git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1835 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -868,7 +868,7 @@ AIMING_BURST_PENALTY = 2
|
||||
; Disable visibility of enemy, if they see militia but don't see our mercs.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE
|
||||
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
@@ -2145,7 +2145,7 @@ ZOMBIE_CAN_JUMP_WINDOWS = TRUE
|
||||
; TRUE: So instead, they blow up, dealing damage to everyone (setting TRUE)
|
||||
; FALSE: Another option is a 'simulated attack' without animation. However, this is pretty simple and rigged up, only a temporary solution.
|
||||
; This still results in deadlocks!
|
||||
ZOMBIE_EXPLODING_CIVS = TRUE
|
||||
ZOMBIE_EXPLODING_CIVS = FALSE
|
||||
|
||||
; Damage is reduced by this percentage. Valid values from -50 to 95
|
||||
ZOMBIE_DAMAGE_RESISTANCE = 0
|
||||
@@ -2168,7 +2168,7 @@ 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 = TRUE
|
||||
ZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -2660,7 +2660,7 @@ 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 no surrender at overhelming odds.
|
||||
; 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
|
||||
@@ -2673,7 +2673,7 @@ 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)
|
||||
; chance that interrogated soldiers decide to join your cause (they will be turned into militia of same or lower quality)
|
||||
PRISONER_DEFECT_CHANCE = 25
|
||||
|
||||
; chance that interrogated soldiers can give info on enemy positions
|
||||
@@ -2685,12 +2685,12 @@ PRISONER_INFO_NUMBER_CHANCE = 30
|
||||
; chance that interrogated soldiers can give info on enemy movement directions
|
||||
PRISONER_INFO_DIRECTION_CHANCE = 40
|
||||
|
||||
; chance that interrogated soldiers get you ransom money
|
||||
; chance that interrogated soldiers pays 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
|
||||
; Interrogation first removes admin prisoners, then regulars and then elites
|
||||
; If regulars and elites join your militia, there is a chance that they will be ddmoted, otherwise they will join as regular or veteran militia
|
||||
; If regulars and elites join your militia, there is a chance that they will be demoted, otherwise they will join as regular or veteran militia
|
||||
; special prisoners do not exist... yet.
|
||||
PRISONER_INTERROGATION_POINTS_ADMIN = 80
|
||||
PRISONER_INTERROGATION_POINTS_REGULAR = 100
|
||||
@@ -2700,6 +2700,44 @@ PRISONER_INTERROGATION_POINTS_SPECIAL = 250
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[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]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user