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************************************************************
* Merged GameDir from Development Trunk: Revision 4063 * ************************************************************ - Merged from SVN: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1257 4f8fa57e-7814-0410-bad4-adc449f26b7c
This commit is contained in:
@@ -1,3 +1,15 @@
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;******************************************************************************************************************************
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; Jagged Alliance 2 v1.13
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;******************************************************************************************************************************
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; This file controls various settings for adjusting AP (Actions Points) and BP (Breath Points).
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;
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; If you want to have another AP/BP system, you simply have to change the AP_MAXIMUM property.
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; All other properties in the file will be adjusted dynamically ingame.
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; Howevery you can override the default values and the game will use them.
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;------------------------------------------------------------------------------------------------------------------------------
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[APConstants]
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;***********************************************************************
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;* The maximum number of Action Points a merc may have. *
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@@ -349,12 +361,12 @@ BP_GET_HIT = 200
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BP_GET_WOUNDED = 50
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BP_FALL_DOWN = 250
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BP_OPEN_DOOR = 30
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BP_PICKLOCK = -250
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BP_EXAMINE_DOOR = -250
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BP_PICKLOCK = 50
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BP_EXAMINE_DOOR = 20
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BP_BOOT_DOOR = 200
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BP_USE_CROWBAR = 350
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BP_UNLOCK_DOOR = 50
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BP_EXPLODE_DOOR = -250
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BP_EXPLODE_DOOR = 40
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BP_UNTRAP_DOOR = 150
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BP_LOCK_DOOR = 50
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BP_USEWIRECUTTERS = 200
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@@ -0,0 +1,296 @@
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;///////////////////////////////////////////////////////////////
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;// New CTH System and Shooting Mechanism
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;//
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;// These settings control the various parts of the new CTH and Shooting systems.
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// Most of these settings are used as multipliers for the various factors that
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// control CTH calculation and shooting accuracy.
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//
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// By raising or lowering a setting, you can influence the importance of a factor,
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// for example how Marksmanship affects the total Base CTH you can have, or how
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// bad it is to have wounds when trying to fire a gun.
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//
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// Other settings control the system more abstractly. For instance, you can control
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// how hard it is to shoot moving targets, or the maximum possible deviation
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// (inaccuracy) generated by guns.
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//
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// Each setting is accompanied by an explanation if possible. Make sure you know
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// what the setting does, and how high or low you can set the value, before
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// making any changes.
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// Also please note that some values are FLOATS, meaning they need a decimal
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// point behind them, even if that decimal point is followed by a 0. Other
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// values are INTEGERS, and do not accept a decimal point at all.
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/////////////////////////////////////////////////////////////////////////////////
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[General]
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// These settings control the shooting mechanism as a whole. In other words,
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// changing these settings will affect every shooter under any conditions.
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// You can use these settings to make shooting more or less accurate as you
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// see fit.
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// This setting represents the longest distance at which Iron Sights are 100% effective.
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// Beyond this range, shooting accuracy begins to drop, and a scope will be required
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// to avoid that drop.
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// ALL SCOPE RANGES ARE DETERMINED BY THIS VALUE. For instance, a 2x scope will
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// negate penalties for shooting at twice this distance. A 10x scope will
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// negate penalties for shooting at ten times this distance.
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// By decreasing this value, you can make all shots more accurate, and naturally
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// make scopes more powerful.
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//
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// This value is an INTEGER, with a range of 10 to 1000. The distance is
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// measured in METERS, not tiles, so 100 means 10 tiles.
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NORMAL_SHOOTING_DISTANCE = 70
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// This is the maximum angle, to either side of the shooter, that a bullet may fly.
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// The CTH system works by shooting bullets randomly inside this angle. Increasing
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// your aim will make the angle smaller, thus making rounds more likely to hit the
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// target.
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//
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// This value is a FLOAT, with a range of 0 to 22.5. If set to 0, all shots will
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// be 100% on target, regardless of aiming.
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// Decreasing this value causes all shots to be more accurate.
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DEGREES_MAXIMUM_APERTURE = 11
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// The Gravity Coefficient determines how powerful gravity is once it kicks into
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// action - this happens when the bullet reaches the "maximum range" of the gun
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// that fired it.
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// The higher this coefficient, the faster will bullets change their trajectory
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// towards the ground, hitting it sooner.
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// Conversely, by decreasing this value you can let bullets fly further beyond
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// the max range of the gun. That will effectivelly let guns hit targets further
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// beyond their max range, though it is not a reliable way to hit any target.
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GRAVITY_COEFFICIENT = 2.0
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VERTICAL_BIAS = 0.5
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// The Scope Range Multiplier is applied against a scopes magnification to determine
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// the scopes minimum effective range. Sniper and Hunter training has a slight effect
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// on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set
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// this multiplier, the less effective scopes become.
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SCOPE_RANGE_MULTIPLIER = 0.7
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[Base CTH]
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// Base CTH is an amount of CTH given freely to the shooter for any shot he makes.
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// The basic value is determined by skills, and later the modifiers reduce or
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// increase it appropriately. Characters with low skills, or with bad factors
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// affecting their performance, will receive bad base CTH.
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// The maximum amount of Base CTH you can have is 33 points. This is only
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// achievable by super-mercs in excellent conditions.
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// These settings determine the importance of each character skill in calculating
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// your Base CTH. By default, Experience is 3 times more important than the other
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// skills. Base CTH, before modifiers, is equal to the sum of the player's skills,
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// each multiplied by the appropriate value from these, and then divided by the
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// sum of all these four values.
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//
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// These values are FLOATS, with a range of 0.0 to 10.0. Setting a value to 0
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// will render the appropriate skill irrelevant for calculating base CTH. DO NOT
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// set all four values to 0, unless you want to see lots of crashes.
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BASE_EXP = 3.0
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BASE_MARKS = 1.0
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BASE_WIS = 1.0
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BASE_DEX = 1.0
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// These settings control the effect that various factors have on the shooter's
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// Base CTH. By increasing a value, you can increase that factor's importance
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// on raising or lowering Base CTH.
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//
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// These values are all FLOATS, with ranges of -1000.0 to 1000.0. Pay close attention
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// to the positive/negative and read the explanations carefully. Some factors are
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// better when HIGHER, others better when LOWER.
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//
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// After calculating Base CTH from skills (see above), the factors governing it
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// (below) are all pooled together into one penalty value. That penalty value is
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// then used as a percentage to increase or decrease your Base CTH. In other words,
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// if all factors amount to -50.0, you'll lose half your Base CTH. If they amount
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// to 20.0, you'll gain 20% extra base CTH.
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// This is a modifier given per each morale point below 50.
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BASE_LOW_MORALE = -1.0
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// This modifier is given per each morale point above 50.
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BASE_HIGH_MORALE = 2.0
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// This modifier is given to any character with the "PSYCHO" trait.
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BASE_PSYCHO = -3.0
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// This is the modifier given when shooting one "cube" upwards. A cube is
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// 1/3 of a tile high. This takes into account both stance and level. For
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// example, a standing merc shooting at the legs of a target on the roof
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// gets 1*this modifier. A prone merc on ground level shooting at the
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// head of a target on ground level gets 2*this modifier.
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//
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// The shooting upwards modifier is then divided by the range to the target
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// (in tiles). In other words, at a range of 2 tiles the modifier is
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// HALVED. at a range of 10 tiles, the modifier is divided by 10. Etcetera.
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// This means that the further the target is, the less relevant the upwards
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// angle is.
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BASE_SHOOTING_UPWARDS = -15.0
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// This is the MAXIMUM modifier given to a shooter when injured. To get this
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// much, the shooter must be dead (0% health...). It's linear,
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// so at 50% health the shooter gets exactly half the penalty.
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// Note that "Bandaged" damage counts as half as much as bleeding damage.
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// Therefore, 50% bandaged damage is as bad as only25% bleeding damage.
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BASE_INJURY = -30.0
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// These are the modifiers given for different levels of drunkness. Naturally,
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// the more drunk you are, the more your CTH suffers.
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BASE_DRUNK_TIPSY = -5.0
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BASE_DRUNK = -20.0
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BASE_DRUNK_WASTED = -50.0
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BASE_DRUNK_HUNGOVER = -10.0
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// This is the MAXIMUM modifier given to a shooter when fully fatigued (0% breath).
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// It's linear, so at 50% breath you get half the modifier.
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BASE_FATIGUE = -15.0
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// This modifier is applied when shooting at the same target again. If the target
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// has moved between shots, or the shooter does anything but shoot at the target,
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// the modifier is lost.
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BASE_SAME_TARGET = 5.0
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// This is the modifier given when the shooter is in a cloud of gas and does
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// not have a gas mask on.
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BASE_GASSED = -15.0
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// This modifier is applied when the shooter is being bandaged by someone else.
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BASE_BEING_BANDAGED = -5.0
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// This is the MAXIMUM modifier given when the target reaches the maximum number
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// of Suppression Shock points, which by default would be 30. It's linear, so at
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// 15 shock points you get half the penalty.
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// Note that characters with high experience stop accumulating shock much earlier,
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// and so are much less subject to this modifier than other characters.
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BASE_SHOCK = -150.0
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// This modifier is applied if the target has exceptional agility or experience
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// level.
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BASE_AGILE_TARGET = -5.0
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// This modifier is applied if the shooter can't see the target. This happens
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// when shooting at a target spotted by someone else.
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BASE_TARGET_INVISIBLE = -100.0
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// These modifiers work very differently from the others. The are related to a
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// concept called Gun Handling, which is still being adjusted. Basically,
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// Gun Handling is equal to the AP Cost to Ready the gun. Heavier, more
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// cumbersome guns like sniper rifles or machine guns get a high Gun Handling
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// value, and thus decrease Base CTH proportionally. Pistols, on the other hand,
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// have very low Gun Handling values.
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//
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// BASE_DRAW_COST is applied per each Gun Handling point.
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//
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// The other values act as multipliers applied directly to the Gun Handling
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// value. For example, by default a pistol fired with one hand (other hand
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// full or holding another pistol) gets its Gun Handling value doubled.
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//
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// Please note that all of these except BASE_DRAW_COST should be POSITIVE.
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// The higher they are, the greater their effect.
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BASE_DRAW_COST = -2.0
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BASE_TWO_GUNS = 3.5
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BASE_ONE_HANDED = 2.0
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BASE_CROUCHING_STANCE = 2.0
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BASE_PRONE_STANCE = 3.0
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BASE_HEAVY_WEAPON = 2.0
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// These modifiers are applied based on game difficulty, and only affect
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// the base CTH of ENEMY COMBATANTS.
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BASE_DIFFICULTY_NOVICE = -30.0
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BASE_DIFFICULTY_EXPERIENCED = 0.0
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BASE_DIFFICULTY_EXPERT = 20.0
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BASE_DIFFICULTY_INSANE = 50.0
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[Aiming CTH]
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// Aiming CTH is the amount of CTH you get for adding extra aiming to your
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// shot, by paying extra APs.
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//
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// First, the game calculates the maximum CTH our shooter can have, using
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// the shooter's skills as a guide. This is called the CTH cap, and the shooter
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// can NEVER have more CTH than this cap, ever.
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//
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// The program then subtracts the Base CTH value from the CTH Cap, coming up
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// with a number called the Maximum Aiming Bonus. At peak condition, and with
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// the maximum number of aiming levels applied, the shooter will reach his
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// CTH Cap, meaning he will be as accurate as he can be.
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//
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// Note that for each AP you spend on aiming, you only get PART of the Maximum
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// Aiming Bonus. In fact, you get 8/36 of it for the first AP, 7/36 for the
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// second AP, 6/36 for the third, and so forth. The last AP gives only 1/36
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// of the total bonus, but that little bit can sometimes be crucial.
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// These values control
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AIM_EXP = 1.0
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AIM_MARKS = 3.0
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AIM_WIS = 1.0
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AIM_DEX = 2.0
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// This value is multiplied against 1/2 the scopes mag factor to determine the
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// actual penalty applied. Setting it too low will make it impossible to use
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// scopes within effective range
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AIM_TOO_CLOSE_SCOPE = -4.0
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AIM_GUN_CONDITION = -2.0
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AIM_LOW_MORALE = -2.0
|
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AIM_HIGH_MORALE = 1.0
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AIM_PSYCHO = -5.0
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AIM_VISIBILITY = -1.0
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AIM_SHOOTING_UPWARDS = -20.0
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AIM_INJURY = -60.0
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AIM_DRUNK_TIPSY = -10.0
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AIM_DRUNK = -40.0
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AIM_DRUNK_WASTED = -90.0
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AIM_DRUNK_HUNGOVER = -15.0
|
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AIM_FATIGUE = -40.0
|
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AIM_GASSED = -80.0
|
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AIM_BEING_BANDAGED = -20.0
|
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AIM_SHOCK = -150.0
|
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AIM_TARGET_INVISIBLE = -50.0
|
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AIM_SNIPER_SKILL = 25.0
|
||||
|
||||
AIM_DRAW_COST = -1.5
|
||||
AIM_STANDING_STANCE = 2.5
|
||||
AIM_CROUCHING_STANCE = 1.5
|
||||
AIM_PRONE_STANCE = 1.0
|
||||
AIM_TWO_GUNS = 4.0
|
||||
AIM_ONE_HANDED = 2.5
|
||||
AIM_HEAVY_WEAPON = 2.0
|
||||
|
||||
AIM_DIFFICULTY_NOVICE = -30.0
|
||||
AIM_DIFFICULTY_EXPERIENCED = 0.0
|
||||
AIM_DIFFICULTY_EXPERT = 20.0
|
||||
AIM_DIFFICULTY_INSANE = 50.0
|
||||
|
||||
[Shooting Mechanism]
|
||||
|
||||
MOVEMENT_MRK = 3.0
|
||||
MOVEMENT_WIS = 2.0
|
||||
MOVEMENT_DEX = 1.0
|
||||
MOVEMENT_EXP_LEVEL = 2.0
|
||||
MOVEMENT_TRACKING_DIFFICULTY = 40
|
||||
MOVEMENT_PENALTY_PER_TILE = 1.0
|
||||
|
||||
RECOIL_MAX_COUNTER_STR = 3.0
|
||||
RECOIL_MAX_COUNTER_AGI = 1.0
|
||||
RECOIL_MAX_COUNTER_EXP_LEVEL = 1.0
|
||||
RECOIL_MAX_COUNTER_FORCE = 10.0
|
||||
|
||||
RECOIL_COUNTER_ACCURACY_DEX = 3.0
|
||||
RECOIL_COUNTER_ACCURACY_WIS = 1.0
|
||||
RECOIL_COUNTER_ACCURACY_AGI = 1.0
|
||||
RECOIL_COUNTER_ACCURACY_EXP_LEVEL = 4.0
|
||||
RECOIL_COUNTER_AUTO_WEAPONS_DIVISOR = 4.0
|
||||
RECOIL_COUNTER_ACCURACY_TRACER_BONUS = 10.0
|
||||
|
||||
RECOIL_COUNTER_FREQUENCY_AGI = 3.0
|
||||
RECOIL_COUNTER_FREQUENCY_EXP_LEVEL = 2.0
|
||||
RECOIL_COUNTER_FREQUENCY_AUTO_WEAPONS_DIVISOR = 4.0
|
||||
|
||||
MAX_BULLET_DEV = 5.0
|
||||
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@@ -0,0 +1,24 @@
|
||||
; ---------------------------------------------------------------------------------------------------------------------------------
|
||||
; To change the videos, simple change the filename from the "INTRO" folder.
|
||||
; The file extension (*.bik, *.smk) can be ommitted.
|
||||
; In that case the game tries to open the file with the *.bik (Bink Video) extension, and if that fails then fall back to
|
||||
; *.smk (Smacker Video) files.
|
||||
; If you do not want a video to be played, just delete the path.
|
||||
; ---------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
[INTRO_BEGINNING]
|
||||
INTRO_REBEL_CRDT = INTRO\Rebel_cr
|
||||
INTRO_OMERTA = INTRO\Omerta
|
||||
INTRO_PRAGUE_CRDT = INTRO\Prague_cr
|
||||
INTRO_PRAGUE = INTRO\Prague
|
||||
|
||||
[INTRO_ENDING]
|
||||
INTRO_END_END_SPEECH_MIGUEL = INTRO\Throne_Mig
|
||||
INTRO_END_END_SPEECH_NO_MIGUEL = INTRO\Throne_NoMig
|
||||
INTRO_END_HELI_FLYBY = INTRO\Heli_FlyBy
|
||||
INTRO_END_SKYRIDER_HELICOPTER = INTRO\Heli_Sky
|
||||
INTRO_END_NOSKYRIDER_HELICOPTER = INTRO\Heli_NoSky
|
||||
|
||||
[INTRO_SPLASH]
|
||||
INTRO_SPLASH_SCREEN = INTRO\SplashScreen
|
||||
INTRO_SPLASH_TALONSOFT = INTRO\TalonSoftid_endhold
|
||||
+570
-67
@@ -95,7 +95,7 @@ MAX_NUMBER_ENEMIES_IN_TACTICAL = 20
|
||||
; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
|
||||
MAX_NUMBER_CREATURES_IN_TACTICAL = 20
|
||||
; Rebels (i.e., militia), valid values 16 through 64, default is 32
|
||||
MAX_NUMBER_MILITIA_IN_TACTICAL = 20
|
||||
MAX_NUMBER_REBELS_IN_TACTICAL = 20
|
||||
; Civilians, valid values 16 through 40, default is 32
|
||||
MAX_NUMBER_CIVS_IN_TACTICAL = 32
|
||||
|
||||
@@ -133,10 +133,11 @@ USE_DIFFICULTY_BASED_PROF_DAT = FALSE
|
||||
;
|
||||
; 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 (see also "ALWAYS_USE_PROF_DAT", above.
|
||||
; If FALSE, reads profile data from PROF.DAT.
|
||||
READ_PROFILE_DATA_FROM_XML = FALSE
|
||||
|
||||
; When TRUE, this setting writes profile data from memory to XML before the game's Main Menu is reached.
|
||||
@@ -163,10 +164,6 @@ USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
|
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; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
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||||
;******************************************************************************************************************************
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; The maximum number of I.M.P. (B.S.E.) characters, the player can have simultaneously (Range: 0 - 6).
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MAX_IMP_CHARACTERS = 1
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; The following allow you to change how many and which slots from prof.dat are available for
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||||
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
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@@ -203,11 +200,17 @@ IMP_FEMALE_3 = 56
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; The following values deal with the I.M.P "personalized" merc generation.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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;Starting value of all attributes.
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IMP_INITIAL_ATTRIBUTES = 55
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;The financial cost of the created IMP character.
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IMP_PROFILE_COST = 3000
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;You get this many points to put into the various attributes.
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IMP_INITIAL_POINTS = 50
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;If this is set to TRUE, the IMP profile cost is multiplied by how many IMP characters you have generated
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||||
;(i.e. the price of the second IMP character is doubled, of third character tripled etc.)
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DYNAMIC_IMP_PROFILE_COST = FALSE
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||||
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||||
; This is a TOTAL amount of points distributable between the attributes. This value reflects how good IMP character
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||||
; you will be able to create. Default (vanilla) value is 500. Note that in the game, this value will be reduced by
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; < 5 * imp_min_attribute + 5 * imp_bonus_points_for_zero_attribute >.
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||||
IMP_INITIAL_POINTS = 500
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||||
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||||
;How low any attribute can go before it drops straight to 0.
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||||
IMP_MIN_ATTRIBUTE = 35
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@@ -224,8 +227,12 @@ IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
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||||
;You get this many points for selecting a disability for your IMP.
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||||
IMP_BONUS_POINTS_FOR_DISABILITY = 0
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||||
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||||
;You get this many points for taking only one skill. You get 2x as many points if you don't take ANY skills.
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||||
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 0
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||||
;You get this many bonus attribute points for every skill trait you haven't took at IMP creation.
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||||
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25
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; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
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||||
; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
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EXPERTS_GET_DIFFERENT_CHOICES = FALSE
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||||
;------------------------------------------------------------------------------------------------------------------------------
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; The following values deal with M.E.R.C recruitment settings
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@@ -242,6 +249,12 @@ MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
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; You can set how many mercs can die this way (in total) at each difficulty level.
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;------------------------------------------------------------------------------------------------------------------------------
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;Mercs can be on assignment?
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; 0 = default behaviour, mercs are on assignment at start, mercs go on assignment during campaign
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; 1 = all mercs available at the start of the game, during the campaign they will go on assignment
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; 2 = all mercs at your disposal. nobody goes on any other assignment than yours
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MERCS_CAN_BE_ON_ASSIGNMENT = 0
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;Can AIM/MERC mercs die while away on other assignments?
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MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
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@@ -258,6 +271,18 @@ MAX_MERC_DEATHS_INSANE = 4
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SLAY_STAYS_FOREVER = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Early Recruitment of Rebels - This enables recruiting Rebels earlier without the need to alter their .npc files.
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; Valid values are from 1 to 3 where:
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; 1 = immediately after liberating Omerta
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; 2 = having liberated 1, 2 or 3 towns depending on the "FACT_PLAYER_OWNS_x_TOWNS_INCLUDING_OMERTA"
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; setting in the RPCs .npc file. If you use vanilla .npc files Miguel and Carlos will join after 3 towns liberated including Omerta
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; 3 = vanilla behaviour - you must have liberated 3, 4, 5 towns including Omerta
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; 4 = must have liberated Omerta and solved the "Deliver Food Quest" for Miguel
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||||
;------------------------------------------------------------------------------------------------------------------------------
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EARLY_REBELS_RECRUITMENT = 3
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||||
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||||
;******************************************************************************************************************************
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;******************************************************************************************************************************
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@@ -289,6 +314,16 @@ STARTING_CASH_INSANE = 15000
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MINE_INCOME_PERCENTAGE = 100
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;------------------------------------------------------------------------------------------------------------------------------
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; Increases the percentage that the merc salaries rise when they go one experience level up
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; (hardcoded salary maximum 30k per day or 500k per one or two weeks)
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; 0 = no raise
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; 25 = default setting
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; 100 = double salary every level up
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;------------------------------------------------------------------------------------------------------------------------------
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MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 25
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;------------------------------------------------------------------------------------------------------------------------------
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; Enable/Disable the ability to sell unneeded equipment to the locals.
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;
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@@ -318,7 +353,7 @@ MILITIA_BASE_TRAINING_COST = 750
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MILITIA_COST_MULTIPLIER_REGULAR = 1
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||||
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; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue).
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||||
; TRAIN_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
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||||
; ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
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||||
MILITIA_COST_MULTIPLIER_ELITE = 2
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||||
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||||
; Multiplier for the price of training Mobile Militia.
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||||
@@ -387,7 +422,7 @@ AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
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||||
; Automatically save the game every N GAME-hours. 0 = disable.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
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||||
AUTO_SAVE_EVERY_N_HOURS = 6
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||||
AUTO_SAVE_EVERY_N_HOURS = 0
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||||
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||||
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||||
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||||
@@ -426,11 +461,13 @@ CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0
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||||
USE_EXTERNALIZED_LOADSCREENS = TRUE
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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; Use the new bullet apperance (looks like tracer-lines) instead of the classic bullet appearance (looks like a white dot)?
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; This setting is strictly visual. It has no effect on gameplay.
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;New Starting Gear Interface
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;This will enable the 21 item view in the AIM page and the possibility to select gearkits
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;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)
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;If set to TRUE, the game will use the new starting gear interface, this will enable 21 item view and gearkit selection
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;------------------------------------------------------------------------------------------------------------------------------
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ALTERNATE_BULLET_GRAPHICS = FALSE
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||||
USE_NEW_STARTING_GEAR_INTERFACE = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Should the queen's army avoid recruiting Female soldiers?
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@@ -439,7 +476,12 @@ ALTERNATE_BULLET_GRAPHICS = FALSE
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RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; Default: FALSE
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; New thin progress bar in tactical interface for turns is drawn instead of the default one.
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;------------------------------------------------------------------------------------------------------------------------------
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SMALL_SIZE_PB = FALSE
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||||
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||||
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;******************************************************************************************************************************
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@@ -531,6 +573,21 @@ GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
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||||
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AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
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;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE" your merc won't says anything when spotting a mine. He will just place a blue flag if the setting
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; "AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = TRUE" otherwise you will be asked if you want to place a blue flag.
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||||
; If "MINES_SPOTTED_NO_TALK" is "FALSE" (the default value) the merc will say his quote like it was before.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
MINES_SPOTTED_NO_TALK = FALSE
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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; If this is "TRUE", all mercs will stand up after the battle, which is the JA2 default behaviour.
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||||
; If set to "FALSE", the mercs will not stand up after the battle.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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STAND_UP_AFTER_BATTLE = TRUE
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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; Enable/disable the ability to give commands to Militia during TACTICAL mode.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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@@ -585,12 +642,129 @@ HIDE_BULLET_COUNT_INTENSITY = 0
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||||
MAXIMUM_MESSAGES_IN_TACTICAL = 6
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
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||||
; Only useful if ALLOW_REAL_TIME_SNEAK is set to TRUE as well.
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; With the next 4 settings you can show/hide the visual appearance of worn face items on the merc faces
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||||
;------------------------------------------------------------------------------------------------------------------------------
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; If enabled, you will see Gasmask / Nightvision gear on the merc faces when worn.
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SHOW_TACTICAL_FACE_GEAR = FALSE
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; If enabled, you will see additional small icons of the worn headgear (gas mask, headphone, ...) on the merc face.
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; If set to FALSE, you only see the default JA2 icons, which do not include worn headgear.
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SHOW_TACTICAL_FACE_ICONS = FALSE
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; If SHOW_TACTICAL_FACE_ICONS = TRUE, you can choose from 4 different icon styles (Range: 0 - 3).
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; 0 = Data\Interface\PORTRAITICONS_A.STI
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; 1 = Data\Interface\PORTRAITICONS_B.STI
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; 2 = Data\Interface\PORTRAITICONS_C.STI
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||||
; 3 = Data\Interface\PORTRAITICONS_D.STI
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TACTICAL_FACE_ICON_STYLE = 0
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; If enabled, you see camouflaged portraits of your merc if they were any camo.
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; If no camouflaged portrait is available (Data\Faces\xxxCAMO folders) , you see the standard face portrait.
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||||
SHOW_CAMOUFLAGE_FACES = FALSE
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; Default: 10000
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||||
; regulates the bullet hit impact to stamina. The lower is the value, the more stamina is taken out. With the value of 6900 it
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; takes 3-4 hits to take all the breath away.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = FALSE
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||||
STAMINA_HIT = 10000
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||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
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; Additional mouse keys (and the "scrolling wheel") are enabled. Now we can use the mouse wheel to aim the weapon,
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; toggle between merc-s or auto fire length. Middle mouse button is used to look (= "L" key), alt + middle mouse button changes
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||||
; firing modes, alt + wheel change the stance. 4-th mouse button enables/disables the stealth mode. Alt + 4-th mouse button
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||||
; reloads the weapon. Mouse button 5 switches the cursor to roofs, alt + mouse button 5 enables climbing to roofs.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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ENABLE_EXT_MOUSE_KEYS = FALSE
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; Default: FALSE
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||||
; Alternative aiming-levels for targets.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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ALT_AIMING_ENABLED = FALSE
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||||
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
; Default: FALSE
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||||
; The merc can now perform aimed burst fire and aimed auto fire.
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||||
; Due to the reworked auto and burst penalties aimed auto-fire is less efficient then aimed burst for all guns. There is simply
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||||
; no use in firing more then 3 rounds due to low CtH od the last bullets. Aiming is performed by the mouse scrolling wheel.
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||||
; ENABLE_EXT_MOUSE_KEYS must be set to TRUE for this option.
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||||
;------------------------------------------------------------------------------------------------------------------------------
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||||
USE_AIMED_BURST = FALSE
|
||||
|
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;------------------------------------------------------------------------------------------------------------------------------
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||||
; Default: 2
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||||
; 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.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
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||||
AIMING_BURST_PENALTY = 2
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;------------------------------------------------------------------------------------------------------------------------------
|
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; Default: TRUE
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||||
; Disable visibility of enemy, if they see militia but don't see our mercs.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
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||||
WE_SEE_WHAT_MILITIA_SEES_AND_VICE_VERSA = FALSE
|
||||
|
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;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
|
||||
; Enable\disable damageable gun suppressor. Damage of suppressor is depend on bReliability in Items.xml. It make sense to
|
||||
; make it lower for silencer and to make it higher for suppressor.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_WEAR_SUPPRESSOR = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: FALSE
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||||
; Unnamed civils don't make much actions when you fire. For faster civils turns.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_LAZY_CIVILIANS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: 100
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||||
; Chance to say annoying phrase.
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||||
; 1. when merc see item.
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||||
; 2. when battle turns to real time
|
||||
; 3. when merc see enemy
|
||||
; 4. approve action
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
CHANCE_SAY_ANNOYING_PHRASE = 100
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
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; Default: FALSE
|
||||
; Elite don't go to light place at night, enemy don't run on the dead body, if enemy find a killed soldier (radius 5 tiles)
|
||||
; he turn on RED ALERT alarm.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
NEW_AI_TACTICAL = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: 3
|
||||
; Penalty (in %) on tile when you shot in head (for enemy and mercs).
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOT_HEAD_PENALTY = 3
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Default: 2
|
||||
; Modifer of damage when hit in head (for enemy and mercs).
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SHOT_HEAD_DIVISOR = 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
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -621,6 +795,60 @@ ENEMY_AP_BONUS_INSANE = 5
|
||||
|
||||
PLAYER_AP_BONUS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enemy CtH bonus
|
||||
; Theses settings determine percentual multiplier of enemy Chance To Hit with guns or in close combat.
|
||||
; "0" means <no change>, 100 means the CtH will be doubled every time (so if the enemy would have 30% CtH on the
|
||||
; current shot, he has 60% instead).
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; values represent percentual increase
|
||||
ADMIN_CTH_BONUS_PERCENT = 0
|
||||
REGULAR_CTH_BONUS_PERCENT = 0
|
||||
ELITE_CTH_BONUS_PERCENT = 5
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enemy damage resistance bonus
|
||||
; These settings allows you to set a damage resistance of the enemies. All damage from bullets, explosives, blades and
|
||||
; punches will be reduced by as many percent as you set here.
|
||||
; The setting also reduce the breath (aka energy) damage inflicted.
|
||||
; The settings can go from -50 to 95. (Negative value will actually amplify the damage inflicted.)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; values represent percentual reduction
|
||||
ADMIN_DAMAGE_RESISTANCE = 0
|
||||
REGULAR_DAMAGE_RESISTANCE = 0
|
||||
ELITE_DAMAGE_RESISTANCE = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; These options determine if the game skill traits should be also available to enemies or militia
|
||||
;
|
||||
; The system of assigning traits is rather sofisticated. It ensures the soldier's equipment match his skill traits, so an enemy
|
||||
; with LMG will most probably have Auto Weapons trait (no way he can be a sniper for instance).
|
||||
; The actual chance the enemies/militia will gain a skill trait is based on:
|
||||
; 1) Type of soldier (admin/regular/elite)
|
||||
; 2) Current game progress
|
||||
; 3) Special equipment (for certain traits only)
|
||||
; 4) ASSIGNED_SKILL_TRAITS_RARITY setting
|
||||
; 5) Random factor
|
||||
;
|
||||
; Allowing the enemies to have traits can make the game signifficially harder (especially if using new trait system), as they
|
||||
; will be more efficient with their weapons
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ASSIGN_SKILL_TRAITS_TO_ENEMY = FALSE
|
||||
ASSIGN_SKILL_TRAITS_TO_MILITIA = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This option reduces/increases percentually the chance an enemy/militia will gain a skill trait.
|
||||
; You can enter values from -100 to 100.
|
||||
; Negative values represent lesser chance of assigning traits to non-merc soldiers.
|
||||
; Possitive values represent bigger chance for traits to appear.
|
||||
; Zero keeps the chance quite balanced. (Recommended values are from -50 to 25)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ASSIGNED_SKILL_TRAITS_RARITY = 10
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This setting determines whether militia can drop their equipment when they die, like enemies do.
|
||||
;
|
||||
@@ -670,20 +898,8 @@ LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
|
||||
LEVEL_SUBPOINTS_TO_IMPROVE = 350
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
|
||||
; Can be switched in the middle of your campaign, but will break weapon balance in such case.
|
||||
; It's better to change this before starting a new game.
|
||||
; Real Time Sneaking Setting
|
||||
;
|
||||
; "Slow Progress" puts less emphasis on an enemy's level to determine their equipment. Therefore, Blackshirts,
|
||||
; Redshirts and Yellowshirts will normally hold about the same level of weaponry.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Real Time Sneaking
|
||||
;
|
||||
; Allows the player to stay in real time while unnoticed by the enemy.
|
||||
; While observing enemies in real time, the player may enter turn-based at will.
|
||||
; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
|
||||
; inactive if RT sneaking is disabled.
|
||||
@@ -692,11 +908,12 @@ SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
|
||||
; turn-based will continue until the player no longer sees any enemies.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; If TRUE, Enables real-time sneaking
|
||||
ALLOW_REAL_TIME_SNEAK = FALSE
|
||||
; 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.
|
||||
;
|
||||
@@ -718,14 +935,6 @@ REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0
|
||||
|
||||
MILITIA_CAN_PLACE_FLAGS_ON_MINES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; If the game difficult level is INSANE, the game progress is above 25% and the
|
||||
; enemy outnumbers the players, then there is a chance of the enemies ambushing the group
|
||||
; If you like to play vanilla JA2 style, set this to FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Civilian/Militia hostility settings.
|
||||
;
|
||||
@@ -742,7 +951,56 @@ CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
|
||||
; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
|
||||
CAN_MILITIA_BECOME_HOSTILE = 2
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Mercs strength during autoresolve.
|
||||
; With this setting you can make mercs more effective in autoresolve combats. By increasing offense, the mercs will more
|
||||
; likely deal a hit and make larger damage to enemy soldiers. By increasing the deffense, the mercs will not likely be hit
|
||||
; and if so, then they suffer lesser damage. This setting partially simulates the fact, that mercs controlled by the player
|
||||
; would be much more capable of surviving and killing.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
MERCS_OFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
|
||||
MERCS_DEFFENSE_IN_AUTORESOLVE_BATTLES_BONUS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enemy Ambushes
|
||||
; This setting allows a chance an enemy group ambush player's squad.
|
||||
; The chance is based on many factors:
|
||||
; * Game difficulty.
|
||||
; * Whether you know if the enemy is there or not.
|
||||
; * How big the enemy group is (very large groups will not likely ambush you, smaller groups can ambush you more likely).
|
||||
; * Number of your mercs (meaning how easily the enemy can detect you soon enough to prepare for you. More mercs
|
||||
; mean higher chance).
|
||||
; * Highest level amongst the mercs in your squad.
|
||||
; * Some other small circumstances.
|
||||
; * Finally the calculated chance is percentually multiplied by ENEMY_AMBUSHES_CHANCE_MODIFIER
|
||||
|
||||
; If you play with new traits, the "Scouting" trait in your squad can prevent these ambushes.
|
||||
; If you like to play vanilla JA2 style, set this to FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ENABLE_CHANCE_OF_ENEMY_AMBUSHES = FALSE
|
||||
|
||||
; With this setting, you can make the chance bigger (by positive value) or smaller (by negative)
|
||||
; (Setting this to -50 means the precalculated chance will be reduced to half. Values from -100 to 100 are allowed.)
|
||||
ENEMY_AMBUSHES_CHANCE_MODIFIER = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; With this option, you can make the special NPCs in game tougher.
|
||||
; The NPCs are: Deidranna, Mike, Joe, Carmen, General, terrorrists, Kingpin and his hitmans.
|
||||
; The value gives them following bonuses:
|
||||
; 1) APs bonus (+ value/4 APs)
|
||||
; 2) CtH bonus (actual CtH = (CtH * value/100))
|
||||
; 3) Damage resistance (+ value/2 %)
|
||||
; 4) Breath(energy) damage resistance (+ value %)
|
||||
; 5) They are worth more experiences for mercs if killed
|
||||
;
|
||||
; This option can bring a little role-play to the game, so if you encaounter those special characters, you actually "feel" they
|
||||
; are special.
|
||||
; The setting can be from 0 to 200. (+-100 is recommended for good effect.)
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SPECIAL_NPCS_STRONGER = 0
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -814,6 +1072,7 @@ SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_TRAITS = FALSE
|
||||
; Armor, Headgear
|
||||
SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
|
||||
SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
|
||||
@@ -894,11 +1153,14 @@ MINIMUM_CTH_DIVISOR = 1
|
||||
; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
|
||||
; seriously, keep it around 20, willya?
|
||||
;
|
||||
; MIN_RANGE_FOR_TRACER: Controls the minimum range at which tracers will improve our CTH. Listed in Tiles.
|
||||
;
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
REALISTIC_TRACERS = 0
|
||||
NUM_BULLETS_PER_TRACER = 1
|
||||
CTH_BUMP_PER_TRACER = 0
|
||||
MIN_RANGE_FOR_TRACER = 10
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to
|
||||
@@ -923,6 +1185,26 @@ INCREASE_AIMING_COSTS = FALSE
|
||||
; 0 = No extra cost.
|
||||
FIRST_AIM_READY_COST_DIVISOR = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Converts the AutoFireToHitBonus of an item into a percentage reduction which is applied against a weapon's AutoPenalty value
|
||||
; Setting this value to 0 will result in the AFTHB modifiers being applied directly to a weapon's AutoPenalty value (Vanilla
|
||||
; style)
|
||||
;
|
||||
; This multiple is applied to the AFTHB modifier, so we get a reasonable percentage value by which to alter AutoPenalty. As
|
||||
; an example, if a weapon has AutoPenalty 7 and an attachment has AutoFireToHitBonus of 5, setting this value to 3 will result
|
||||
; in the weapons AutoPenalty being reduced by 15% per round fired. If you set this value to 0, you use the Vanilla system
|
||||
; which results in a flat -2CTH against only the first rounds penalty
|
||||
;
|
||||
; Valid range: 0 - 10
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
AUTOFIRE_TOHIT_BONUS_MULTIPLIER = 5
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Basic setting to allow more than 4 aiming clicks for any gun
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ALLOW_EXTRA_AIM_LEVELS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding.
|
||||
;
|
||||
@@ -931,11 +1213,39 @@ FIRST_AIM_READY_COST_DIVISOR = 0
|
||||
; 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).
|
||||
; The in-game Options Menu can disable this completely, leaving all guns with no more than 4 aiming levels.
|
||||
; Note: You must have set ALLOW_EXTRA_AIM_LEVELS to TRUE for this to be used
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
DYNAMIC_AIMING_LIMITS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; If set to "TRUE", the AIM Levels you can spend depends on the distance.
|
||||
; If set to "FALSE", the AIM Levels you can spend does not depend on the distance (old behavior).
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
AIM_LEVELS_DEPEND_ON_DISTANCE = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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 10x)
|
||||
MEDIUM_POWER_SCOPE_AIM_THRESHOLD = 8
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Firing at moving targets.
|
||||
;
|
||||
@@ -967,7 +1277,98 @@ CHANCE_BLINDED_BY_HEADSHOT = 0
|
||||
; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
|
||||
CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on and your merc can jump through open windows by pressing 'j'.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
CAN_JUMP_THROUGH_WINDOWS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on and your merc can climb on walls (that have 2 floors like buildings) by pressing 'j'.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
CAN_CLIMB_ON_WALLS = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on, and you can set hidden names individually in 'TableData\HiddenNames.xml'.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
INDIVIDUAL_HIDDEN_PERSON_NAMES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyNames.xml'.
|
||||
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_RANK = FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
INDIVIDUAL_ENEMY_NAMES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on, and the game uses individual enemy names (in tactical) defined in 'TableData\EnemyRank.xml'.
|
||||
; If you set this to TRUE, then you have to set INDIVIDUAL_ENEMY_NAMES = FALSE.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
INDIVIDUAL_ENEMY_RANK = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Turn this on, and the game uses individual civilian group names (in tactical) defined in 'TableData\CivGroupNames.xml'.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
INDIVIDUAL_CIVILIAN_NAMES = FALSE
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; If this is set tot TRUE, you can repaint one type of camouflage by using different type camo kit on self. You can also use
|
||||
; the rag to completely erase the camo.
|
||||
; This is important for Camouflaged/Ranger traits.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
CAMO_REMOVING = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Enhanced Close Combat System
|
||||
;
|
||||
; This option generally improves many things around the game's close combat system, like:
|
||||
;
|
||||
; * HtH hit to head deal more damage but has lesser chance to hit.
|
||||
; * HtH hit to legs do half damage but has much better chance to hit.
|
||||
; * HtH damage on lying enemies increased.
|
||||
; * HtH damage on surprising attacks(from behind, when enemy didn't seen or heard the merc) is increased.
|
||||
; * Aimed HtH attack cost less APs. If you have MA or HtH trait, this is converted into "focused punch" - martial artists
|
||||
; perform their spinning kick then.
|
||||
; * Attributes used for HtH attacks or stealing slightly tweaked.
|
||||
; * Experience recieved for certain actions in close combat tweaked to be more logiacal (gain agility for dodging etc..)
|
||||
; * Stealing all items is now possible only when the enemy is knocked down. The APs you need to steal items are now
|
||||
; based on number of items you want to take. The standard APs for pickup item are charged for every item you selected to
|
||||
; take. If you select more items to take from the enemy than you have APs for, the rest will remain with the enemy and a
|
||||
; message occures that you haven't taken all you wanted.
|
||||
; * Several minor tweaks included.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ENHANCED_CLOSE_COMBAT_SYSTEM = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; When you compleet any quest in game, every (conscious) merc in the sector will be awarded by a certain amount of
|
||||
; experience points. This amount is counted as <quest difficulty> times <the value set here>. Setting this to zero
|
||||
; will disable this feature. 100 is fine. You can go up to 5000, though you should know what you are doing.
|
||||
;
|
||||
; ( List of rewarded quests: Enrico's Letter, Food from Drassen, Kill Terrorits, Holy Chalice for Kingpin, Holy Chalice
|
||||
; for Yanni, Kingpins Money, Find Joey, Rescue Maria, Imprisoned in Alma, Iinterrogated (in sector by Meduna), Hicks,
|
||||
; Find Madlab, Robot, Bloodcat Lair, Find Gabby, Crepitus Queen, Chopper Pilot, Escort Skyrider, Free Dynamo, Escort
|
||||
; Tourists, Free Children, Leather Shop Dream, Recruit Miguel, Impress Kingpin (win 3 box fights), Kill Deidranna!!! )
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
AWARD_SPECIAL_EXP_POINTS_FOR_COMPLETING_QUESTS = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Determines if soldiers (militia, enemies) should always have a helmet, vest and leggings
|
||||
; True = enabled, they always have all three items
|
||||
; False = disabled, classic behaviour
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
SOLDIERS_ALWAYS_WEAR_ANY_ARMOR = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This turns on the New CTH (Chance to Hit) system.
|
||||
; Set it to TRUE and the chance to hit methods you're familiar with will be ignored in favor of a brand new system.
|
||||
; There are dozens of new, externalized modifiers used by the NCTH system and they can all be modified
|
||||
; in the new CTHConstants.INI file.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
USE_NCTH = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -979,7 +1380,7 @@ CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
|
||||
;******************************************************************************************************************************
|
||||
|
||||
; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
|
||||
COVER_SYSTEM_STEALTH_TRAIT_COVER_VALUE = 15
|
||||
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%.
|
||||
@@ -994,17 +1395,17 @@ 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 = 50
|
||||
COVER_SYSTEM_LBE_EFFECTIVENESS = 20
|
||||
|
||||
; Running around crazy will give you a penalty of up to 50% (default).
|
||||
COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 50
|
||||
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 = 50
|
||||
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.
|
||||
@@ -1130,7 +1531,7 @@ SHOCK_REDUCES_SIGHTRANGE = 0
|
||||
|
||||
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
|
||||
; the character considerably less resistance to further suppression fire, until the shock can clear away.
|
||||
COWER_EFFECT_ON_TOLERANCE = 0
|
||||
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; This setting makes the AI behave better when Suppression is enabled. He'll consider firing more often, will fire more
|
||||
@@ -1411,18 +1812,21 @@ GAME_PROGRESS_IGGY_AVAILABLE = 70
|
||||
; Controls various campaign events.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
|
||||
; NOTE: This will make the beginning of the game MUCH HARDER if enabled!
|
||||
|
||||
TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
|
||||
|
||||
ENABLE_CREPITUS = TRUE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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.
|
||||
@@ -1432,6 +1836,8 @@ ENABLE_CREPITUS = TRUE
|
||||
; 4 = Cambria
|
||||
; 5 = Chitzena
|
||||
; 6 = Grumm
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
WHICH_MINE_SHUTS_DOWN = -1
|
||||
|
||||
|
||||
@@ -1463,16 +1869,6 @@ ALLOW_REINFORCEMENTS = FALSE
|
||||
; Allows reinforcements only between city sectors.
|
||||
ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; The following options require a new game in order to work:
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Determines whether all the terrorists are available, or whether they're chosen at random (default)
|
||||
ENABLE_ALL_TERRORISTS = FALSE
|
||||
|
||||
; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
|
||||
ENABLE_ALL_WEAPON_CACHES = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Vehicle Inventory
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1511,6 +1907,30 @@ FACILITY_EVENT_RARITY = 1000
|
||||
; noticeable. Increase this for the opposite. Default = 50.
|
||||
FACILITY_DANGER_RATE = 50
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; Activates the new additional repair mode.
|
||||
; While the old JA 1.13 repair system goes from soldier to soldier, this algorithm goes through item types, priorizing
|
||||
; equipped weapons/armor and highly damaged items. It starts with equipped weapons and armor, then goes to weapons/armor
|
||||
; held in inventory and finally ends with items in backpacks. Thus, soldiers first repair all equipped weapons of mercs in the
|
||||
; same sector, then all equipped armor, and so forth, always starting with the item with least durability
|
||||
; (especially jammed guns).
|
||||
;
|
||||
; FALSE = 1.13 repair system
|
||||
; TRUE = New additional repair system based on priorities
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ADDITIONAL_REPAIR_MODE = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; 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.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
ALLOW_SKYRIDER_HOT_LZ = 2
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -1556,6 +1976,15 @@ 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.
|
||||
@@ -1589,10 +2018,36 @@ STRENGTH_TO_LIFT_HALF_KILO = 1.0
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate.
|
||||
; Note: This is only used if Old Trait System is played
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
MORTAR_CTH_DIVISOR = 1
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; When attachments have not been assigned for NAS, the game can add default slots that differ per item type.
|
||||
; It is recommended to play with this set to FALSE when the attachments are assigned properly.
|
||||
; This option is best used when playing a XML based mod that does not have the NAS xml fully updated.
|
||||
; However when the mod is too different from 1.13, there will be a lot of strange and/or wrong attachments.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
USE_DEFAULT_SLOTS_WHEN_MISSING = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; The chance in percentages that an attachment will have to drop with the item if an NPC dies.
|
||||
; Setting this higher than 20% will unbalance your game unless you change MAX_ENEMY_ATTACHMENTS.
|
||||
; Inseperable attachments will always drop. Range: 0 - 100%
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
ATTACHMENT_DROP_RATE = 100
|
||||
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; The maximum amount of attachments NPC's can get on their gun when they get random equipment.
|
||||
; They will usually get less attachments than this value because of randomness. Range: 2 - 30
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_ENEMY_ATTACHMENTS = 3
|
||||
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -1809,6 +2264,7 @@ REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
|
||||
; 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
|
||||
|
||||
;******************************************************************************************************************************
|
||||
@@ -1845,7 +2301,7 @@ MUST_TRAIN_MOBILE_MILITIA = TRUE
|
||||
|
||||
; If MUST_TRAIN_MOBILE_MILITIA is set to FALSE, this determines the interval between the creation of each new Mobile
|
||||
; Militia group.
|
||||
; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24, 48. All other values are invalid.
|
||||
; Valid values are: 1, 2, 3, 4, 6, 8, 12, 24. All other values are invalid.
|
||||
CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1933,6 +2389,48 @@ ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
|
||||
ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
|
||||
[Militia Strength Settings]
|
||||
|
||||
;******************************************************************************************************************************
|
||||
; These settings control the strength of town or mobile militia in tactial combat and autoresolve.
|
||||
;******************************************************************************************************************************
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; These settings determine how well the militia will fight during autoresolve and tactical combat.
|
||||
;
|
||||
; Note: Can be handy if you increase the max squad size a lot, but you don't want to increase max militia
|
||||
; per sector (because the interface is not suitable for large amount of green/blue/darkblue dots and handling 40 militia
|
||||
; in every sector is a mess). You can simply make militia stronger to mach larger numbers of enemies.
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
; Militia overall power during autoresolve battles - abilitiy to hit enemy and not being hit by enemy. Value can be also
|
||||
; negative, meaning the militia will be weaker.
|
||||
GREEN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
||||
REGULAR_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
||||
VETERAN_MILITIA_AUTORESOLVE_STRENGTH_BONUS = 0
|
||||
|
||||
; Flat bonus to Militiamen Action Points.
|
||||
GREEN_MILITIA_APS_BONUS = 0
|
||||
REGULAR_MILITIA_APS_BONUS = 0
|
||||
VETERAN_MILITIA_APS_BONUS = 0
|
||||
|
||||
; Percentual bonus to Militia total precalculated CtH every shot. (100 here means the militia has always CtH doubled.)
|
||||
GREEN_MILITIA_CTH_BONUS_PERCENT = 0
|
||||
REGULAR_MILITIA_CTH_BONUS_PERCENT = 0
|
||||
VETERAN_MILITIA_CTH_BONUS_PERCENT = 0
|
||||
|
||||
; Normal and energy damage is reduced by this many percents.
|
||||
GREEN_MILITIA_DAMAGE_RESISTANCE = 0
|
||||
REGULAR_MILITIA_DAMAGE_RESISTANCE = 0
|
||||
VETERAN_MILITIA_DAMAGE_RESISTANCE = 0
|
||||
|
||||
; Determines bonus to assigned weapon and gear quality (coolness).
|
||||
GREEN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
||||
REGULAR_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
||||
VETERAN_MILITIA_EQUIPMENT_QUALITY_MODIFIER = 0
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -1951,6 +2449,11 @@ ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
|
||||
TONY_USES_BOBBY_RAYS_SETTING = FALSE
|
||||
DEVIN_USES_BOBBY_RAYS_SETTING = FALSE
|
||||
|
||||
;------------------------------------------------------------------------------------------------------------------------------
|
||||
; 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
|
||||
|
||||
;******************************************************************************************************************************
|
||||
;******************************************************************************************************************************
|
||||
@@ -1983,13 +2486,13 @@ MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1
|
||||
; Max value to which any skill can be trained.
|
||||
MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100
|
||||
|
||||
; Divisor for rate of all training types.
|
||||
; 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_BONUS_DIVISOR = 3000
|
||||
; This value gets added to the SELF_TRAINING_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
|
||||
@@ -2065,7 +2568,7 @@ REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
|
||||
; Increase this value to reduce the number of repair pts each character generates (speeding up repair), or vice versa
|
||||
REPAIR_RATE_DIVISOR = 2500
|
||||
|
||||
; When calculating how many Repair Points are generated every hour, we divide the total number of repair points
|
||||
; a character can generate by this amount.
|
||||
; Higher number = slower repair rate
|
||||
; 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
|
||||
|
||||
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Reference in New Issue
Block a user