diff --git a/gamedir/Data-1.13/Scripts/initunderground.lua b/gamedir/Data-1.13/Scripts/initunderground.lua
new file mode 100644
index 000000000..691d9638e
--- /dev/null
+++ b/gamedir/Data-1.13/Scripts/initunderground.lua
@@ -0,0 +1,190 @@
+-----------------------
+-- Set some stuff up --
+-----------------------
+
+-- Initialize the pseudo random number generator
+math.randomseed( os.time() ); math.random(); math.random(); math.random()
+-- http://lua-users.org/wiki/MathLibraryTutorial
+
+
+
+--[[
+
+ REMARKS
+ =======
+
+ - Several vanilla JA2 sectors may be unsafe to remove due to hardcoded
+ behaviour such as creature spreading, Deidranna escaping or other quest
+ related links.
+
+ - Contrary to random number generators used in JA2, Lua's math.random
+ function includes the range boundaries. Also, indexing in Lua starts at
+ 1 as opposed to C (starting at 0). Find further information about Lua at
+ http://www.lua.org/docs.html
+
+ - Global variables:
+ - difficultyLevel
+ 1: easy, 2: experienced, 3: expert, 4: insane
+ - gameStyle
+ 0: realistic, 1: scifi
+
+ - To add an underground sector to the list, create a table and pass it as
+ an argument to addSector function. These tables may consist of the
+ following members:
+ - location (required)
+ string of the form "[R][C]-[L]", where [R] is a row
+ identifier (A-P), [C] is a column identifier (1-16), [L] is a
+ sublevel identifier (1-3), e.g. "A9-1"
+
+ - numAdmins
+ - numTroops
+ - numElites
+ integers, specifying numbers of enemy garrisons, default: 0
+
+ - numBloodcats
+ integer, specifying quantity of bloodcat population, default: 0
+ This requires bloodcat placements to be set.
+
+ - numCreatures
+ integer, specifying number of creatures in total, default: 0
+ Distribution of creature types depends on creature habitat (see below)
+
+ - creatureHabitat
+ integer, specifying creature distribution type
+ Use one of the constants below (also featuring details).
+
+]]
+
+Habitat = { -- creature type distribution in percentages
+ -- young young adult adult
+ -- larvae infants male female male female
+ QueenLair = 0, -- 20 40 0 0 30 10
+ Lair = 1, -- 15 35 10 5 25 10
+ LairEntrance = 2, -- 0 15 30 10 35 10
+ InnerMine = 3, -- 0 0 20 40 10 30
+ OuterMine = 4, -- 0 0 10 65 5 20
+ MineExit = 6, -- 0 0 10 65 5 20
+}
+
+
+
+-----------------------------
+-- INTERESTING STUFF BELOW --
+-----------------------------
+
+
+ -- Miguel's basement
+addSector( { location = "A10-1" } )
+
+
+
+ -- Chitzena mine
+addSector( { location = "B2-1" } )
+
+
+
+ -- San Mona mine
+addSector( { location = "D4-1" } )
+addSector( { location = "D5-1" } )
+
+
+
+ -- Tixa
+tixa_1 = { }
+tixa_1.location = "J9-1"
+tixa_1.numTroops = ({ 8, 11, 15, 20 })[difficultyLevel]
+addSector( tixa_1 )
+
+ -- feeding zone
+tixa_2 = { }
+tixa_2.location = "J9-2"
+tixa_2.numCreatures = 2 + difficultyLevel*2 + math.random(0, 1)
+addSector( tixa_2 )
+
+
+
+ -- Orta
+orta = { }
+orta.location = "K4-1"
+orta.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
+orta.numElites = 4 + difficultyLevel + math.random(0, 1)
+addSector( orta )
+
+
+
+ -- Meduna
+o3 = { location = "O3-1" }
+o3.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
+o3.numElites = 4 + difficultyLevel + math.random(0, 1)
+addSector( o3 )
+
+p3 = { location = "P3-1" }
+if difficultyLevel == 1 then
+ -- easy
+ p3.numElites = 8 + math.random(0, 2)
+elseif difficultyLevel == 2 then
+ -- medium
+ p3.numElites = 10 + math.random(0, 5)
+elseif difficultyLevel == 3 then
+ -- hard
+ p3.numElites = 14 + math.random(0, 6)
+elseif difficultyLevel == 4 then
+ -- insane
+ p3.numElites = 20
+end
+addSector(p3)
+
+
+
+ -- Drassen mine
+addSector( { location = "D13-1" } )
+addSector( { location = "E13-1" } )
+addSector( { location = "E13-2" } )
+addSector( { location = "F13-2" } )
+addSector( { location = "G13-2" } )
+addSector( { location = "G13-3" } )
+addSector( { location = "F13-3" } )
+
+
+
+ -- Cambria mine
+addSector( { location = "H8-1" } )
+addSector( { location = "H9-1" } )
+addSector( { location = "H9-2" } )
+addSector( { location = "H8-2" } )
+addSector( { location = "H8-3" } )
+addSector( { location = "I8-3" } )
+addSector( { location = "J8-3" } )
+
+
+
+ -- Alma Mine
+addSector( { location = "I14-1" } )
+addSector( { location = "J14-1" } )
+addSector( { location = "J14-2" } )
+addSector( { location = "J13-2" } )
+addSector( { location = "J13-3" } )
+addSector( { location = "K13-3" } )
+
+
+
+ -- Grumm mine
+addSector( { location = "H3-1" } )
+addSector( { location = "I3-1" } )
+addSector( { location = "I3-2" } )
+addSector( { location = "H3-2" } )
+addSector( { location = "H4-2" } )
+addSector( { location = "H4-3" } )
+addSector( { location = "G4-3" } )
+
+
+
+ -- Demoville
+p1_1 = { location = "P1-1" }
+p1_1.numTroops = ({ 12, 16, 16, 0 })[difficultyLevel]
+p1_1.numElites = ({ 0, 0, 4, 24 })[difficultyLevel]
+addSector(p1_1)
+
+p1_2 = { location = "P1-2", creatureHabitat = Habitat.InnerMine }
+p1_2.numCreatures = ({ 3, 5, 8, 13 })[difficultyLevel]
+addSector(p1_2)
diff --git a/gamedir/Data-1.13/TableData/Map/MovementCosts.xml b/gamedir/Data-1.13/TableData/Map/MovementCosts.xml
index 27f698420..fd6bbc9a6 100644
--- a/gamedir/Data-1.13/TableData/Map/MovementCosts.xml
+++ b/gamedir/Data-1.13/TableData/Map/MovementCosts.xml
@@ -102,6 +102,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -110,6 +111,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
5
@@ -198,6 +200,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
10
@@ -710,6 +713,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -838,6 +842,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
60
@@ -1350,6 +1355,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1478,6 +1484,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
4
@@ -1606,6 +1613,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1726,6 +1734,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1734,6 +1743,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1838,6 +1848,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1846,6 +1857,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1854,6 +1866,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1862,6 +1875,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1974,6 +1988,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1982,6 +1997,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1990,6 +2006,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -2102,6 +2119,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -2110,6 +2128,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -2118,6 +2137,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
diff --git a/gamedir/Data/Ja2_Options.INI b/gamedir/Data/Ja2_Options.INI
index 4908bec9c..8e0a1bb85 100644
--- a/gamedir/Data/Ja2_Options.INI
+++ b/gamedir/Data/Ja2_Options.INI
@@ -3,13 +3,31 @@
; Jagged Alliance 2 v1.13
;******************************************************************************************************************************
-;******************************************************************************************************************************
-; This options file cannot be added to without hard coding. But the settings within it can be changed as much as you want.
-; By default, the values below are the values present in the 9-14-05 release of the code.
-;******************************************************************************************************************************
-
-;******************************************************************************************************************************
-;General Guidelines:
+; This file controls various settings which have been added to the game by the 1.13 mod.
+;
+; Some of these settings control values that existed in "Vanilla" JA2, while other settings may activate or deactivate
+; features unique to 1.13.
+;
+; Altering these settings may have profound effect on the game. Make sure you read the descriptions, and don't change
+; something unless you know what you're doing, or are willing to experiment.
+;
+; You may wish to use the INI Editor that comes with JA2 1.13 to edit this file. The INI Editor is simple to use,
+; and contains more detailed descriptions of each setting and its effect.
+;
+; Note that each setting has a "minimum" and "maximum" value. Using values outside this range will generate a warning
+; when the game is started, but at worst a default value will be used instead of the wrong one.
+; If any lines are removed from this file, the game will always use a default value.
+;
+; Adding new settings requires changing the game's code.
+;
+;
+;------------------------------------------------------------------------------------------------------------------------------
+;------------------------------------------------------------------------------------------------------------------------------
+; If you decide to change anything in this file, it's recommended that you make a BACKUP COPY making any changes!
+;------------------------------------------------------------------------------------------------------------------------------
+;------------------------------------------------------------------------------------------------------------------------------
+;
+; General Guidelines:
;
; PRICE_MODIFIER = 1-100 (Lower is better)
;
@@ -29,24 +47,127 @@
;
; _ELITE_BONUS = 1-100 (percentages)
;
-; This file contains the default values from 9-14-05 version of the 1.13 MOD. If you
-; decide to change anything in this file, it's recommended that you make a backup copy
-; before you make the changes.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+
+
;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change settings which uses the IMP generation
-; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
-[JA2 Laptop Settings]
-; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
+; #### #### # # #### ### ## # #### #### ##### ##### ### # # #### ####
+; # # ## # # # # # # # # # # # # ## # # #
+; # ## #### # ## #### ### #### # #### #### # # # # ## # ## ####
+; # # # # # # # # # # # # # # # # # # # # #
+; #### #### # # #### # # # # #### #### #### # # ### # # #### ####
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[System Limit Settings]
+
+;******************************************************************************************************************************
+; These settings control some program limits.
+; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This is the max number of mercs and vehicles you can recruit.
+;
+; PLEASE NOTE:
+; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
+; To load any "broken" savegames, simply revert to your original settings.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Player mercs, valid values 16 through 32, default is 24
+MAX_NUMBER_PLAYER_MERCS = 18
+; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
+MAX_NUMBER_PLAYER_VEHICLES = 2
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
+MAX_NUMBER_ENEMIES_IN_TACTICAL = 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
+; Civilians, valid values 16 through 40, default is 32
+MAX_NUMBER_CIVS_IN_TACTICAL = 32
+
+;------------------------------------------------------------------------------------------------------------------------------
+; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
+; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
+; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
+; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
+;------------------------------------------------------------------------------------------------------------------------------
+
+MAX_STRATEGIC_ENEMY_GROUP_SIZE = 20
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Data File Settings]
+
+;******************************************************************************************************************************
+; These settings tell the game where it should get the data it needs for a few SPECIFIC features.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Difficulty-based PROF.DAT
+;
+; If FALSE, the game reads its profile data from the file called simply "PROF.DAT".
+; If TRUE, the game reads its profile data from one of four different "PROF.DAT" files that are specific to the difficulty
+; level of your current game. This allows using different character profiles depending on difficulty level.
+;------------------------------------------------------------------------------------------------------------------------------
+
+USE_DIFFICULTY_BASED_PROF_DAT = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; PROFEX (profile externalization)
+;
+; These settings allow data about character profiles to be read (and written) from XMLs instead of PROF.DAT. These XMLs are
+; called "MercProfiles.XML" and "MercOpinions.XML". Unlike PROF.DAT, they can be edited by hand.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; 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.
+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.
+; This can be used to write all data from PROF.DAT directly into XML format. Make sure that READ_PROFILE_DATA_FROM_XML
+; is set to FALSE before doing this, otherwise you're simple creating a duplicate of an XML you already have.
+WRITE_PROFILE_DATA_TO_XML = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; 0 = Use default drop item system for enemies (and possibly also militia).
+; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
+; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in
+; the option screen, otherwise enemies simply drop everything they have.
+;------------------------------------------------------------------------------------------------------------------------------
+
+USE_EXTERNALIZED_ENEMY_ITEM_DROPS = 0
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Recruitment Settings]
+
+;******************************************************************************************************************************
+; These settings control recruiting new mercs, from A.I.M, M.E.R.C, I.M.P, or within Arulco.
+;******************************************************************************************************************************
+
+
+; The maximum number of I.M.P. (B.S.E.) characters, the player can have simultaneously (Range: 0 - 6).
MAX_IMP_CHARACTERS = 1
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
; The following allow you to change how many and which slots from prof.dat are available for
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
@@ -58,7 +179,8 @@ MAX_IMP_CHARACTERS = 1
;
; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
; slots 54-56) will be used instead.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+
IMP_MALE_CHARACTER_COUNT = 3
IMP_FEMALE_CHARACTER_COUNT = 3
@@ -77,1114 +199,443 @@ IMP_FEMALE_1 = 54
IMP_FEMALE_2 = 55
IMP_FEMALE_3 = 56
-;******************************************************************************************************************************
-; The following values deal with the IMP merc generation, MIN_ATTRIBUTE_POINT is the lowest
-; you can lower an attribute, and the lowest you can lower a skill before it hits zero.
-; Max_ATTRIBUTE_POINT is of course, the opposite, the highest amount you can raise a stat to.
-; IMPATTRIBUTEPOINTS is the amount of extra points you start out with when all of your stats
-; and skills are set to 55. MAX_ZERO_BONUS is the amount of stat points
-; that you receive when you take a skill from 35 to Zero. Currently in the game, you lose
-; 20 stat points when you do this, the skill goes from 35 to Zero and you gain 15 points in
-; return. You can now change that here. START_ATTRIBUTE is the value all of your stats and skills
-; start out as. Currently in game it is set to 55.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+; The following values deal with the I.M.P "personalized" merc generation.
+;------------------------------------------------------------------------------------------------------------------------------
-MIN_ATTRIBUTE_POINT = 35
-MAX_ATTRIBUTE_POINT = 85
-IMPATTRIBUTEPOINTS = 50
-MAX_ZERO_BONUS = 15
-START_ATTRIBUTE = 55
+;Starting value of all attributes.
+IMP_INITIAL_ATTRIBUTES = 55
+
+;You get this many points to put into the various attributes.
+IMP_INITIAL_POINTS = 50
+
+;How low any attribute can go before it drops straight to 0.
+IMP_MIN_ATTRIBUTE = 35
+
+;You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
+IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 15
+
+;How high any attribute can be increased.
+IMP_MAX_ATTRIBUTE = 85
+
+;The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5
+
+;You get this many points for selecting a disability for your IMP.
IMP_BONUS_POINTS_FOR_DISABILITY = 0
+
+;You get this many points for taking only one skill. You get 2x as many points if you don't take ANY skills.
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 0
-;******************************************************************************************************************************
-; MERC_AVAILABLE_DAY_ONE set to TRUE sends the initial MERC e-mail at the beginning of the game and thus
-; opens the website up on day one.
-;
-; ALL_MERCS_AT_MERC set to TRUE will allow you to hire any of the MERC mercs as soon as the site opens.
-; This will include any future MERC Mercs that are added.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+; The following values deal with M.E.R.C recruitment settings
+;------------------------------------------------------------------------------------------------------------------------------
-MERC_AVAILABLE_DAY_ONE = FALSE
-ALL_MERCS_AT_MERC = FALSE
+;When set to TRUE: sends the initial M.E.R.C e-mail at the beginning of the game and thus opens the website up on day #1.
+MERC_WEBSITE_IMMEDIATELY_AVAILABLE = FALSE
-;******************************************************************************************************************************
-; The Following settings define if and how many mercenaries die while on assignment
-; if they have not been hired.
-;******************************************************************************************************************************
+;When set to TRUE will allow you to hire any of the M.E.R.C mercs as soon as the website opens.
+MERC_WEBSITE_ALL_MERCS_AVAILABLE = FALSE
-MERCS_DIE_ON_ASSIGNMENT = TRUE
-EASY_MERC_DEATHS = 1
-EXPERIENCED_MERC_DEATHS = 2
-EXPERT_MERC_DEATHS = 3
-INSANE_MERC_DEATHS = 4
+;------------------------------------------------------------------------------------------------------------------------------
+; The Following settings define whether A.I.M/M.E.R.C mercenaries can die while away on other missions (if they have not been hired).
+; You can set how many mercs can die this way (in total) at each difficulty level.
+;------------------------------------------------------------------------------------------------------------------------------
+
+;Can AIM/MERC mercs die while away on other assignments?
+MERCS_CAN_DIE_ON_ASSIGNMENT = TRUE
+
+;How many mercs can die at each difficulty level?
+MAX_MERC_DEATHS_EASY = 1
+MAX_MERC_DEATHS_EXPERIENCED = 2
+MAX_MERC_DEATHS_EXPERT = 3
+MAX_MERC_DEATHS_INSANE = 4
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Slay Forever - Determines whether the character Slay can stay with your team indefinitely. If set to FALSE, he can
+; only be recruited for a limited amount of time.
+;------------------------------------------------------------------------------------------------------------------------------
+
+SLAY_STAYS_FOREVER = FALSE
;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change system settings
-; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
-[JA2 System Settings]
-
-; Time in seconds for DeadLock delay, default 30
-; Do not set this too low!
-; Increased because 1) deadlocks are significantly reduced, and 2) some actions actually take a while
-DEAD_LOCK_DELAY = 30
-
-; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip
-ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
-
-; Automatically try to save when an assertion failure occurs
-AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
+[Financial Settings]
;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change video settings
-; -----------------------------------------------------------------------------------------------------------------------------
+; Use these settings to change the financial difficulty of the game.
;******************************************************************************************************************************
-[JA2 Video Settings]
-
-; If disabled the game will run faster
-VERTICAL_SYNC = FALSE
-
-
-;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change the animation speed
-; -----------------------------------------------------------------------------------------------------------------------------
-;******************************************************************************************************************************
-
-[JA2 Turnbased Animation Speed Settings]
-
-;******************************************************************************************************************************
-; Controls animation speed for faster movements in battle
-; 1 = normal
-; 0 = max speed
-; Range: 0-1
-;******************************************************************************************************************************
-
-PLAYER_TURN_SPEED_UP_FACTOR = 1
-ENEMY_TURN_SPEED_UP_FACTOR = 1
-CREATURE_TURN_SPEED_UP_FACTOR = 1
-MILITIA_TURN_SPEED_UP_FACTOR = 1
-CIVILIAN_TURN_SPEED_UP_FACTOR = 1
-
-
-;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change sounds settings
-; -----------------------------------------------------------------------------------------------------------------------------
-;******************************************************************************************************************************
-
-[JA2 Sound Settings]
-
-;******************************************************************************************************************************
-; Change to increase volume for weapon sounds
-; Range: 0-100%
-; 0 = no change
-; 100 = max volume
-;******************************************************************************************************************************
-
-WEAPON_SOUND_EFFECTS_VOLUME = 0
-
-
-;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change tactical settings
-; -----------------------------------------------------------------------------------------------------------------------------
-;******************************************************************************************************************************
-
-[JA2 Tactical Settings]
-
-; This setting determines if items on enemy soldiers have to be seen by mercs after combat
-; or if they automatically reveal themselves when combat is over.
-REVEAL_ITEMS_AFTER_COMBAT = FALSE
-
-; Enable/disable militia command on tactical map
-; Range: TRUE/FALSE
-ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
-
-;******************************************************************************************************************************
-; Bonus APs for Enemy Soldiers:
-; Number of extra APs for enemy troops at the various difficulty levels
-;******************************************************************************************************************************
-
-NOVICE_AP_BONUS = 0
-EXPERIENCED_AP_BONUS = 0
-EXPERT_AP_BONUS = 0
-INSANE_AP_BONUS = 5
-
-;******************************************************************************************************************************
-; Bonus for the player's mercs
-; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
-; Do not set this higher than 50.
-;******************************************************************************************************************************
-
-PLAYER_AP_BONUS = 0
-
-; Base sight range for every person in game (default 13 tiles) (will be multiplied by 2)
-; Range: 0-255
-BASE_SIGHT_RANGE = 13
-
-; Controls how rain affects visual distance
-; Range: 0-100%
-; 0% - no decrease
-; 100% - max
-VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 0
-
-; Enable/disable limited vision
-; Range: TRUE/FALSE
-ALLOW_LIMITED_VISION = FALSE
-
-;******************************************************************************************************************************
-; In this section you can set details about enemy tooltips.
-; Tooltips can be enabled/disabled in the Option Screen.
-; To display the tooltip move the mouse over the enemy and press ALT.
-;******************************************************************************************************************************
-
-; ULTRA DYNAMIC TOOLTIPS
-; Range and Detail overwrite dynamic range and detail level respectively.
-ALLOW_UDT_RANGE = FALSE
-ALLOW_UDT_DETAIL = FALSE
-; The modifier sets the percentage of visible range that tooltips will be visible for (Default = 50)
-UDT_MODIFIER = 75
-
-;******************************************************************************************************************************
-; The minimum amount of information that soldier tooltips will display
-; 1 = Limited - are they wearing any armor (but not where), general type of weapon
-; (but no mention of attachments), do they have a gas mask or NVG.
-; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
-; and visible weapon attachments, do they have a gas mask or NVG.
-; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
-; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
-;******************************************************************************************************************************
-
-SOLDIER_TOOLTIP_DETAIL_LEVEL = 0
-
-; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
-; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
-DYNAMIC_SOLDIER_TOOLTIPS = FALSE
-
-; Enable/disable individual lines of information within the tooltip
-; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
-; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
-SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE
-SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE
-
-SOLDIER_TOOLTIP_DISPLAY_ID = FALSE
-SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
-SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
-SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
-SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
-
-SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
-SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
-SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE
-SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE
-
-SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE
-SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE
-
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE
-SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE
-
-;******************************************************************************************************************************
-; This section controls Shift+F behaviour.
-; Use this combination to to remove attachments and to unload all weapons in sector
-;******************************************************************************************************************************
-
-; Set this to false to keep weapons loaded.
-; Note that loaded weapon can be stolen by militia or enemy.
-SHIFT_F_UNLOAD_WEAPONS = FALSE
-
-; Set this to false to keep item attachments.
-; Unseparable attachments will not be removed.
-SHIFT_F_REMOVE_ATTACHMENTS = FALSE
-
-; Armor coverage
-ENABLE_ARMOR_COVERAGE = FALSE
-
-;******************************************************************************************************************************
-; Allows the player to stay in real time while unnoticed by the enemy.
-; While observing enemies in real time, the player may enter turn-based at will.
-; Ctrl-x: While observing enemies in real time, enter turn-based mode. Does not work if no enemies are seen,
-; inactive if RT sneaking is disabled.
-; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
-; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
-; turn-based will continue until the player no longer sees any enemies.
-;******************************************************************************************************************************
-
-ALLOW_REAL_TIME_SNEAK = FALSE
-QUIET_REAL_TIME_SNEAK = FALSE
-
-;******************************************************************************************************************************
-; These are settings for the new cover system if you press 'END' in the tactical screen
-;******************************************************************************************************************************
-
-; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
-STEALTH_TRAIT_COVER_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%.
-STEALTH_EFFECTIVENESS = 50
-
-; This is similar to STEALTH_EFFECTIVENESS.
-; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
-CAMOUFLAGE_EFFECTIVENESS = 50
-
-; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
-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.
-LBE_EFFECTIVENESS = 50
-
-; Running around crazy will give you a penalty of up to 50% (default).
-MOVEMENT_EFFECTIVENESS = 50
-
-; 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.
-TREE_COVER_EFFECTIVENESS = 50
-
-; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
-; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
-COVER_DISPLAY_UPDATE_WAIT = 500
-
-
-;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change rain settings
-; -----------------------------------------------------------------------------------------------------------------------------
-;******************************************************************************************************************************
-
-[JA2 Rain Settings]
-
-;******************************************************************************************************************************
-; In this section you can enable the rain.
-; Enabled rain also includes new features to the game (e.g: visibility radius decrease when
-; rainig, weapons reliability decreased when raining, possibility to spot the enemy at night
-; with lightning)
-; For slow CPUs decrease the MAX_RAIN_DROPS, or disable rain (ALLOW_RAIN=FALSE)
-;******************************************************************************************************************************
-
-ALLOW_RAIN = FALSE
-RAIN_CHANCE_PER_DAY = 0
-RAIN_MIN_LENGTH_IN_MINUTES = 60
-RAIN_MAX_LENGTH_IN_MINUTES = 300
-MAX_RAIN_DROPS = 80
-WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
-BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
-
-
-;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change thunder settings that appear in combination with rain
-; -----------------------------------------------------------------------------------------------------------------------------
-;******************************************************************************************************************************
-
-[JA2 Thunder Settings]
-
-ALLOW_LIGHTNING = FALSE
-MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
-MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
-MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
-MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
-PROLOGNE_DELAY_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED_IN_SECONDS = 5
-CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
-
-
-;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change global gameplay settings
-; -----------------------------------------------------------------------------------------------------------------------------
-;******************************************************************************************************************************
-
-[JA2 Gameplay Settings]
-
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
; These are the Starting cash values for the various difficulties.
-; The only restriction with these, is the INT32 they are stored in.
-;******************************************************************************************************************************
+; The only restriction with these, is the INT32 they are stored in. (range is about 2 billion)
+; You can also set negative values here.
+;------------------------------------------------------------------------------------------------------------------------------
-NOVICE_CASH = 45000
-EXPERIENCED_CASH = 35000
-EXPERT_CASH = 30000
-INSANE_CASH = 15000
+STARTING_CASH_NOVICE = 45000
+STARTING_CASH_EXPERIENCED = 35000
+STARTING_CASH_EXPERT = 30000
+STARTING_CASH_INSANE = 15000
-;******************************************************************************************************************************
-; Game starting time and merc arrival delay
+;------------------------------------------------------------------------------------------------------------------------------
+; Increases or decreases (by percentage) the amount of cash that mines generate every day.
;
-; The values are in seconds (3600 = 1 hour)
+; 100% = normal JA2 profits.
+; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
+; This value goes all the way up to 65535%, but that's not recommended.
+;------------------------------------------------------------------------------------------------------------------------------
+
+MINE_INCOME_PERCENTAGE = 100
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Enable/Disable the ability to sell unneeded equipment to the locals.
;
-; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
-; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
-;
-; Do not change this setting after the game has started
-; Do not set the values too low
-;******************************************************************************************************************************
-
-; Default value is 3600 (1am)
-GAME_STARTING_TIME = 3600
-
-; Default value is 21600 (7am)
-FIRST_ARRIVAL_DELAY = 21600
-
-;******************************************************************************************************************************
; TRUE Enables the ability to sell items from the sector Inventory screen with ALT-LMB option.
-; FALSE Turns off the option. PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
+; FALSE Turns off the option.
+;
+; PRICE_MODIFIER is a divisor, 4 = 25% of the item's value.
; Setting a value of 20 would mean 5% of the items value, and a value of 10 would mean 10%.
; Valid ranges for PRICE_MODIFIER are -1-100.
; 0 forces the system to dynamically adjust the Price Modifier based on game progress with greater progress resulting in a
; larger modifier.
; -1 works the opposite of 0. Greater game progress causes a smaller modifier resulting in greater income from selling later
; in the game.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
-CAN_SELL_ALT_LMB = FALSE
-PRICE_MODIFIER = 10
+SELL_ITEMS_WITH_ALT_LMB = FALSE
+SELL_ITEMS_PRICE_MODIFIER = 10
-;******************************************************************************************************************************
-; Item shipment settings
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+; Various costs of training Militia.
+;------------------------------------------------------------------------------------------------------------------------------
-; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
-STEALING_FROM_SHIPMENTS_DISABLED = FALSE
+; Basic cost of training Militia (Green / Rookie)
+MILITIA_BASE_TRAINING_COST = 750
-; Set the chance in percentage of whole shipment lost from Bobby Ray
-CHANCE_OF_SHIPMENT_LOST = 10
+; Multiplier for the price of promoting Green Militia to Regular (Light-Blue).
+MILITIA_COST_MULTIPLIER_REGULAR = 1
-;******************************************************************************************************************************
-; Game progress weights
-; Range: 0-100%
-; Warning! The sum of all 3 variables have to be 100 or the variables will be reset to defaults
-;******************************************************************************************************************************
+; Multiplier for the price of promoting Regular Militia to Elite (Dark-Blue).
+; TRAIN_ELITE_MILITIA must be set to TRUE, otherwise this promotion is impossible.
+MILITIA_COST_MULTIPLIER_ELITE = 2
-; Default 25
-GAME_PROGRESS_KILLS = 25
+; Multiplier for the price of training Mobile Militia.
+MILITIA_COST_MULTIPLIER_MOBILE = 3
-; Default 25
-GAME_PROGRESS_CONTROL = 25
-
-; Default 50
-GAME_PROGRESS_INCOME = 50
-
-; Sectors visited
-GAME_PROGRESS_VISITED = 0
-; The following two are used to modify the total game progress slightly and take values between 0% and 100%. Defaults
-; are both 0. You can use these values to "skip" past the early combat where the foes have pathetic equipment.
-; These values will also affect the inventory at Bobby Rays because it is based off game progress.
+;------------------------------------------------------------------------------------------------------------------------------
+; Daily prices for maintaining one militiaman of each type.
;
-; The minimum acts as a floor value for the in-game progress, i.e., until the normally computed progress surpasses
-; it this value is used as the game progress.
-GAME_PROGRESS_MINIMUM = 0
-
-; The increment is just added to the normally computed game progress but of course cannot make it higher than 100%
-GAME_PROGRESS_INCREMENT = 0
-
-; If TRUE Shift-N will switch to best night vision goggles at night and best sunglasses during the day
-; If FALSE whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
-SMART_GOGGLE_SWITCH = FALSE
-
-; If TRUE when a character finds a mine they will automatically put a blue flag there without asking
-; If FALSE when a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
-AUTOMATICALLY_FLAG_MINES = FALSE
-
-;******************************************************************************************************************************
-; Time when some global events occur
-; Range: 0-100%
-;******************************************************************************************************************************
-
-; Default 35
-GAME_PROGRESS_START_MADLAB_QUEST = 35
-
-; Default 50
-GAME_PROGRESS_MIKE_AVAILABLE = 50
-
-; Default 70
-GAME_PROGRESS_IGGY_AVAILABLE = 70
-
-;******************************************************************************************************************************
-; Use these to adjust the numbers of various sorts of "people" that can appear on one map.
-;******************************************************************************************************************************
-; Player mercs, valid values 16 through 32, default is 24
-MAX_NUMBER_PLAYER_MERCS = 18
-; Player vehicles, valid values 2 through 6, default is 2. Note that only 2 are really supported right now.
-MAX_NUMBER_PLAYER_VEHICLES = 2
-; Enemies (i.e., soldiers), valid values 16 through 64, default is 32
-MAX_NUMBER_ENEMIES = 20
-; Creatures (i.e., bloodcats and crepitus), valid values 16 through 40, default is 32
-MAX_NUMBER_CREATURES = 20
-; Rebels (i.e., militia), valid values 16 through 64, default is 32
-MAX_NUMBER_REBELS = 20
-; Civilians, valid values 16 through 40, default is 32
-MAX_NUMBER_CIVS = 32
-
-;******************************************************************************************************************************
-; Strategic Events on/off
-;******************************************************************************************************************************
-
-; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
-STRATEGIC_EVENT_SEND_TROOPS_TO_DRASSEN = FALSE
-
-;******************************************************************************************************************************
-; Additional multipliers for weapons damage. Use it if you don't want edit datafiles.
-; Range: 0-100
-; 0 means no additional damage
-; 50 means 150% damage (100 + 50)
-; maximum damage (internal) is 255
-;******************************************************************************************************************************
-
-EXPLOSIVES_DAMAGE_MULTIPLIER = 0
-MELEE_DAMAGE_MULTIPLIER = 0
-GUN_DAMAGE_MULTIPLIER = 0
-
-;******************************************************************************************************************************
-; DO NOT LOWER ***MAX_STRATEGIC_TEAM_SIZE*** BELOW 20
+; This cost is paid every midnight. If you can't afford to pay the whole amount, some (or all) militia
+; will leave your service.
;
-; Basically the 1st set are the number of available troops the queen starts with in her
-; reinforcements pool. The Second four are is How full the initial Garrisons/patrols are.
-; The 3rd set are percentages of extra troops converted to ELITE by the Three highest difficulty levels.
-; The last set is the minimum size of an enemy group. This is the smallest group size an enemy
-; wants to travel with. And this option right under the comments, this is the largest size an
-; enemy can attack with at one time. And thats kind of misleading, see, two groups of 20 could
-; attack you at one time, only 20 would be shown in the sector, and as you slowly kill them off
-; one at a time, they are replaced until the surpluss is under 20. (Mugsy, am I understanding that
-; correctly?) Anyway, the most important thing, is that you DO NOT LOWER THIS NUMBER. It can and
-; will crash your game. You can however raise it, but I would raise the MAX_MILITIA_PER_SECTOR along
-; with it, otherwise you may find the need for your mercs to constantly babysit militia more than they do now.
-;******************************************************************************************************************************
+; Only militia who have been in your service for 24 hours are paid!
+;------------------------------------------------------------------------------------------------------------------------------
-MAX_STRATEGIC_TEAM_SIZE = 20
+DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
+DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
+DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
+DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
+DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
+DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
-; This is not used yet
-NEW_AGGRESSIVE_AI = FALSE
-; Amount of troops avaliable to the queen at game start
-NOVICE_QUEENS_POOL_OF_TROOPS = 150
-EXPERIENCED_QUEENS_POOL_OF_TROOPS = 200
-EXPERT_QUEENS_POOL_OF_TROOPS = 400
-INSANE_QUEENS_POOL_OF_TROOPS = 8000
+;------------------------------------------------------------------------------------------------------------------------------
+; Change the cost of helicopter movement PER SECTOR.
+;------------------------------------------------------------------------------------------------------------------------------
-; Initial group sizes for pre-placed garrisons when starting a new game
-NOVICE_INITIAL_GARRISON_PERCENTAGES = 70
-EXPERIENCED_INITIAL_GARRISON_PERCENTAGES = 100
-EXPERT_INITIAL_GARRISON_PERCENTAGES = 150
-INSANE_INITIAL_GARRISON_PERCENTAGES = 200
+;Cost for moving through sectors that are free of enemy SAM Site control.
+HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
+
+;Cost for moving through sectors that are being controlled by an enemy SAM Site.
+HELICOPTER_BASE_COST_PER_RED_TILE = 1000
-; Percent of troops converted to extra elites in enemy groups
-EXPERIENCED_ELITE_BONUS = 0
-EXPERT_ELITE_BONUS = 25
-INSANE_ELITE_BONUS = 50
-; Minimum enemy group size
-NOVICE_MIN_ENEMY_GROUP_SIZE = 3
-EXPERIENCED_MIN_ENEMY_GROUP_SIZE = 4
-EXPERT_MIN_ENEMY_GROUP_SIZE = 6
-INSANE_MIN_ENEMY_GROUP_SIZE = 12
;******************************************************************************************************************************
-; Sets the starting alert chances. Everytime an enemy arrives in a new sector, or the player,
-; this is the chance the enemy will detect the player in adjacent sectors. This chance is associated
-; with each side checked. Stationary groups do this check periodically.
;******************************************************************************************************************************
-NOVICE_ENEMY_STARTING_ALERT_LEVEL = 5
-EXPERIENCED_ENEMY_STARTING_ALERT_LEVEL = 20
-EXPERT_ENEMY_STARTING_ALERT_LEVEL = 60
-INSANE_ENEMY_STARTING_ALERT_LEVEL = 80
+[Troubleshooting Settings]
;******************************************************************************************************************************
-; When an enemy spots and chases a player group, the alertness value decrements by this value. The
-; higher the value, the less of a chance the enemy will spot and attack subsequent groups. This
-; minimizes the aggressiveness of the enemy. Ranges from 1-100 (but recommend 20-60).
+; Use these settings to possibly prevent lock-ups and crashes.
+; This section also contains some error-reporting settings.
;******************************************************************************************************************************
-NOVICE_ENEMY_STARTING_ALERT_DECAY = 75
-EXPERIENCED_ENEMY_STARTING_ALERT_DECAY = 50
-EXPERT_ENEMY_STARTING_ALERT_DECAY = 25
-INSANE_ENEMY_STARTING_ALERT_DECAY = 10
+;------------------------------------------------------------------------------------------------------------------------------
+; Time in seconds for DeadLock delay, default 30.
+; This will automatically abort an enemy character's AI routine if it is stuck (unable to make a decision).
+; Do not set this too low, or it may cause enemies to become useless!
+;------------------------------------------------------------------------------------------------------------------------------
+
+DEAD_LOCK_DELAY = 30
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Skip global strategic events (use to prevent game crashes). Press and hold NUMLOCK to skip.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ENABLE_EMERGENCY_BUTTON_NUMLOCK_TO_SKIP_STRATEGIC_EVENTS = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Automatically try to save when an assertion failure occurs. Please submit the savegame with your bug-report.
+;------------------------------------------------------------------------------------------------------------------------------
+
+AUTO_SAVE_ON_ASSERTION_FAILURE = TRUE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Automatically save the game every N GAME-hours. 0 = disable.
+;------------------------------------------------------------------------------------------------------------------------------
+
+AUTO_SAVE_EVERY_N_HOURS = 6
+
+
;******************************************************************************************************************************
-; The base time that the queen can think about reinforcements for refilling lost patrol groups,
-; town garrisons, etc. She only is allowed one action per 'turn'.
;******************************************************************************************************************************
-NOVICE_TIME_EVALUATE_IN_MINUTES = 480
-EXPERIENCED_TIME_EVALUATE_IN_MINUTES = 360
-EXPERT_TIME_EVALUATE_IN_MINUTES = 180
-INSANE_TIME_EVALUATE_IN_MINUTES = 90
+[Graphics Settings]
;******************************************************************************************************************************
-; The variance added on.
+; Change basic video/graphics settings.
+; These settings do not affect gameplay at all, only the visual aspect of the game.
;******************************************************************************************************************************
-NOVICE_TIME_EVALUATE_VARIANCE = 240
-EXPERIENCED_TIME_EVALUATE_VARIANCE = 180
-EXPERT_TIME_EVALUATE_VARIANCE = 120
-INSANE_TIME_EVALUATE_VARIANCE = 60
+; If disabled the game will run faster.
+VERTICAL_SYNC = FALSE
-;******************************************************************************************************************************
-; When a player takes control of a sector, don't allow any enemy reinforcements to enter the sector for a
-; limited amount of time. This essentially dumbs down the AI, making it less aggressive.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+; Controls animation speed for faster movements in battle
+; 1.0 = normal
+; 0 = max speed
+; Range: 0-1.0 (fractions are allowed)
+;------------------------------------------------------------------------------------------------------------------------------
-NOVICE_GRACE_PERIOD_IN_HOURS = 144
-EXPERIENCED_GRACE_PERIOD_IN_HOURS = 96
-EXPERT_GRACE_PERIOD_IN_HOURS = 48
-INSANE_GRACE_PERIOD_IN_HOURS = 6
+PLAYER_TURN_SPEED_UP_FACTOR = 1.0
+ENEMY_TURN_SPEED_UP_FACTOR = 1.0
+CREATURE_TURN_SPEED_UP_FACTOR = 1.0
+MILITIA_TURN_SPEED_UP_FACTOR = 1.0
+CIVILIAN_TURN_SPEED_UP_FACTOR = 1.0
-;******************************************************************************************************************************
-; Defines how many days must pass before the queen is willing to refill a defeated patrol group.
-;******************************************************************************************************************************
-
-NOVICE_PATROL_GRACE_PERIOD_IN_DAYS = 16
-EXPERIENCED_PATROL_GRACE_PERIOD_IN_DAYS = 12
-EXPERT_PATROL_GRACE_PERIOD_IN_DAYS = 8
-INSANE_PATROL_GRACE_PERIOD_IN_DAYS = 2
-
-;******************************************************************************************************************************
-; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
-; forces will automatically succeed adjacent checks until x number of enemy initiated battles occur. The same variable
-; is what is used to determine the free checks.
-;******************************************************************************************************************************
-
-NOVICE_NUM_AWARE_BATTLES = 1
-EXPERIENCED_NUM_AWARE_BATTLES = 2
-EXPERT_NUM_AWARE_BATTLES = 3
-INSANE_NUM_AWARE_BATTLES = 4
-
-;******************************************************************************************************************************
-; Determines whether or not the xxx_QUEENS_POOL_OF_TROOPS value above is ignored and set to unlimited
-;******************************************************************************************************************************
-
-NOVICE_UNLIMITED_POOL_OF_TROOPS = FALSE
-EXPERIENCED_UNLIMITED_POOL_OF_TROOPS = FALSE
-EXPERT_UNLIMITED_POOL_OF_TROOPS = FALSE
-INSANE_UNLIMITED_POOL_OF_TROOPS = TRUE
-
-;******************************************************************************************************************************
-; Determines whether the queen takes an aggressive stance or a defensive stance (default) when it comes to retaking sectors
-; and overall strategy. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool
-; or enable unlimited reinforcements
-;******************************************************************************************************************************
-
-NOVICE_QUEEN_AGGRESSIVE = FALSE
-EXPERIENCED_QUEEN_AGGRESSIVE = FALSE
-EXPERT_QUEEN_AGGRESSIVE = FALSE
-INSANE_QUEEN_AGGRESSIVE = TRUE
-
-;******************************************************************************************************************************
-; Settings for Strategic AI
-;
-; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of the city will come to investigate what
-; happened when one of the city sectors is taken by player. It will happen only if the tactical view is active.
-; This behavior was deactivated in original game.
-;
-; After the sector is taken by the player the game will check to see if there are any pending reinforcements for this sector.
-; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
-; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
-;******************************************************************************************************************************
-
-ENEMY_INVESTIGATE_SECTOR = FALSE
-REASSIGN_PENDING_REINFORCEMENTS = FALSE
-
-;******************************************************************************************************************************
-; 0 = Use default drop item system for enemies (militia).
-; 1 = Use the new drop item system from XML-Files (EnemyWeaponDrops.xml, EnemyAmmoDrops.xml, EnemyArmourDrops.xml,
-; EnemyExplosiveDrops.xml, EnemyMiscDrops.xml) for enemies (and militia). You also have to disable "Enemies drop all items" in
-; the option screen, to use the new drop system.
-;******************************************************************************************************************************
-
-ENEMIES_ITEM_DROP = 0
-
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
; Should the game use the externalized sector loadscreens?
; If set to TRUE, the game will use the loadscreens defined in TableData\Map\SectorLoadscreens.xml.
; If set to FALSE, the game will use the default loadscreen for the sectors, like in Vanilla JA2.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
USE_EXTERNALIZED_LOADSCREENS = TRUE
-;******************************************************************************************************************************
-; Settings for mobile militia
-;
-; If you set MUST_TRAIN_MOBILE_MILITIA = TRUE
-; Then you have to set ALLOW_MILITIA_MOBILE_GROUPS = TRUE
-; as well. Otherwise you pay and get nothing. Also
-; of note, you have to pay 2*MILITIA_TRAINING_COST
-; for Mobile Militia Groups.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+; Use the new bullet apperance (looks like tracer-lines) instead of the classic bullet appearance (looks like a white dot)?
+; This setting is strictly visual. It has no effect on gameplay.
+;------------------------------------------------------------------------------------------------------------------------------
-; Delay ability to train mobile militia till this day
-ALLOW_MILITIA_MOBILE_DELAY = 1
+ALTERNATE_BULLET_GRAPHICS = FALSE
-; Delay ability to train veteran militia till this day
-TRAIN_VETERAN_MILITIA_DELAY = 1
-
-; Allows the training of Veteran Militia
-TRAIN_VETERAN_MILITIA = FALSE
-
-; Allows militia to move on strategic map
-ALLOW_MILITIA_MOBILE_GROUPS = FALSE
-
-; Forces paying and training mobile militia.
-MUST_TRAIN_MOBILE_MILITIA = TRUE
-
-; Allows militia reinforcements from near sectors
-ALLOW_REINFORCEMENTS = FALSE
-
-; Allows militia reinforcements only in cities
-ALLOW_REINFORCEMENTS_ONLY_IN_CITIES = FALSE
-
-; Amount of troops that will be added to queens army when the troops pool is empty
-QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
-
-; Will create a squad each n hours (12 for example). Should divide 24 without remainder
-CREATE_EACH_N_HOURS = 24
-
-; Divisor for mobile group size
-DIV_OF_ORIGINAL_MILITIA = 4
-
-;******************************************************************************************************************************
-; Merchant coolness settings
-; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
-; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better)
-;******************************************************************************************************************************
-
-TONY_USES_BR_SETTING = FALSE
-DEVIN_USES_BR_SETTING = FALSE
-
-;******************************************************************************************************************************
-; MAX_MILITIA_PER_SECTOR defines the max number of Militia that can be trained in each sector.
-; Keep in mind that there is not enough room on the strategic map to display more than 20
-; Militia per sector correctly (could possibly change) but they will still be there to defend,
-; and you can still train them, and it will still cost you.
-; MAX_TRAINING_SQUAD_SIZE is the number of Militia you train at one time for the price of:
-; MILITIA_TRAINING_COST which is the cost of training militia.
-; MIN_LOYALTY_TO_TRAIN is the lowest loyalty a town can have and still allow you to train Militia.
-;******************************************************************************************************************************
-
-MAX_MILITIA_PER_SECTOR = 20
-MAX_TRAINING_SQUAD_SIZE = 10
-MILITIA_TRAINING_COST = 750
-
-; Price Modifier for training Mobile Militia
-MILITIA_COST_MODIFIER = 3
-
-; Price Modifier for Promoting to Regular
-REGULAR_COST_MODIFIER = 1
-
-; Price Modifier for Promoting to Veteran
-VETERAN_COST_MODIFIER = 2
-
-MIN_LOYALTY_TO_TRAIN = 20
-
-; This setting will restrict your roaming militia from entering any sectors
-; defined in RestrictedRoamingMilitia.xml
-RESTRICT_ROAMING = FALSE
-
-;******************************************************************************************************************************
-; Repairing
-;******************************************************************************************************************************
-
-; Number we divide the total pts accumlated per day by for each assignment period
-; Higher number = slower repair rate
-ASSIGNMENT_UNITS_PER_DAY = 24
-
-;******************************************************************************************************************************
-; Assignment Settings:
-; The following settings control various rates/speeds/effectiveness
-; of the different merc assignments (repair, train, doctor, etc)
-;******************************************************************************************************************************
-
-; The amount time must be on assignment before it can have any effect
-; theoretically, everything will go faster if this is lower...
-MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
-
-;******************************************************************************************************************************
-; Skill Training
-;******************************************************************************************************************************
-
-; Min value required to train a skill
-TRAINING_SKILL_MIN = 1
-
-; Max value to which a skill can be trained
-TRAINING_SKILL_MAX = 100
-
-; Divisor for rate of self-training; reduce to speed all skill training
-SELF_TRAINING_DIVISOR = 1000
-
-; The divisor for rate of training bonus due to instructors influence
-; Reduce to speed trainer/student training
-; This value gets added to the self training divisor when calculating training points
-INSTRUCTED_TRAINING_DIVISOR = 3000
-
-;******************************************************************************************************************************
-; Militia Training
-;******************************************************************************************************************************
-
-; This controls how fast town militia gets trained
-MILITIA_TRAINING_RATE = 4
-
-; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
-; Also applies to training militia
-TEACH_BONUS_TO_TRAIN = 30
-
-; Militia training bonus for RPC (percentage points)
-; RPCs (Ira, Miguel, etc) train militia a bit faster
-RPC_BONUS_TO_TRAIN_MILITIA = 10
-
-; The minimum skill rating that is need to teach a fellow teammate
-MIN_RATING_TO_TEACH = 25
-
-;******************************************************************************************************************************
-; Doctoring
-; for reference: OKLIFE = 15
-;******************************************************************************************************************************
-
-; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
-; Low = patient, high = working
-LOW_ACTIVITY_LEVEL = 1
-MEDIUM_ACTIVITY_LEVEL = 4
-HIGH_ACTIVITY_LEVEL = 12
-
-; Increase to reduce doctoring pts, or vice versa
-; At 2400, the theoretical maximum is 150 full healing pts/day
-DOCTORING_RATE_DIVISOR = 2400
-
-; How many points of healing each hospital patients gains per hour in the hospital
-; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
-HOSPITAL_HEALING_RATE = 5
-
-; Base skill to deal with an emergency (when a patient has less than OKLIFE health left)
-BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
-
-; Multiplier for skill needed for each point below OKLIFE
-MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
-
-; Number of pts needed for each point below OKLIFE
-POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
-
-; Cost to unjam a weapon in repair pts
-REPAIR_COST_PER_JAM = 2
-
-; Increase to reduce repair pts, or vice versa
-REPAIR_RATE_DIVISOR = 2500
-
-;******************************************************************************************************************************
-; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip
-;******************************************************************************************************************************
-
-DYNAMIC_AMMO_WEIGHT = FALSE
-
-;******************************************************************************************************************************
-; The following options require a new game in order to work:
-;******************************************************************************************************************************
-
-; Determines whether crepitus / creatures show up in SCI-FI MODE (only - they can never show up in realistic mode)
-ENABLE_CREPITUS = TRUE
-
-; Determines whether all the terrorists are available, or whether they're chosen at random (default)
-ENABLE_ALL_TERRORISTS = FALSE
-
-; Determines whether all the warehouses/weapons caches are available, or whether they're chosen at random (default)
-ENABLE_ALL_WEAPON_CACHES = FALSE
-
-; Determines speed of progress for enemy items choice. FALSE is an old style progress, TRUE is a new one.
-; Can be switched in the middle of your campagin, but will break weapon balance in such case.
-; It's better to change this before starting a new game
-SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE = FALSE
-
-;******************************************************************************************************************************
-; Vehicle Inventory
-;******************************************************************************************************************************
-
-VEHICLE_INVENTORY = FALSE
-
-;******************************************************************************************************************************
-; If the game difficult level is INSANE, the game progress is above 25% and the
-; enemy outnumbers the players, then there is a chance of the enemies ambushing the group
-; If you like to play vanilla JA2 style, set ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = FALSE
-;******************************************************************************************************************************
-
-ENABLE_CHANCE_OF_ENEMY_AMBUSHES_ON_INSANE_DIFFICULT = TRUE
-
-;******************************************************************************************************************************
-; Slay Forever
-;******************************************************************************************************************************
-
-SLAY_FOREVER = FALSE
-
-;******************************************************************************************************************************
-; Allow the item description and stack popup windows to be accessed from the sector inventory panel
-;******************************************************************************************************************************
-ALLOW_SECTOR_DESCRIPTION_WINDOW = TRUE
-
-;******************************************************************************************************************************
-; Use the new bullet tracer animation instead of the classic bullet animation?
-;******************************************************************************************************************************
-USE_BULLET_TRACERS = FALSE
-
-;******************************************************************************************************************************
-; Restrict female enemies from beeing in the queens army (except Female Elite enemies)?
+;------------------------------------------------------------------------------------------------------------------------------
+; Should the queen's army avoid recruiting Female soldiers?
; If set to TRUE, female enemies will only occur as Elites in the army.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+
RESTRICT_FEMALE_ENEMIES_EXCEPT_ELITE = FALSE
+
+
+
;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Sound Settings]
+
+;******************************************************************************************************************************
+; Change the volume and behavior of sounds in JA2 1.13.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Change to increase volume for weapon sounds
+; Range: 0-100%
+; 0 = no change
+; 100 = max volume
+;------------------------------------------------------------------------------------------------------------------------------
+
+WEAPON_SOUND_EFFECTS_VOLUME = 0
+
+
+
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+
+; ##### ## #### ##### ### #### ## # #### #### ##### ##### ### # # #### ####
+; # # # # # # # # # # # # # # # ## # # #
+; # #### # # # # #### # #### #### # # # # ## # ## ####
+; # # # # # # # # # # # # # # # # # # # #
+; # # # #### # ### #### # # #### #### #### # # ### # # #### ####
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Interface Settings]
+
+;******************************************************************************************************************************
+; These settings change the user interface in the TACTICAL screen.
+; Some of the new/altered interface may make the game easier or harder, depending on the settings you choose.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; If this is set to TRUE, all items dropped by enemies during a battle will automatically be revealed at the end of
+; combat (when all enemies are dead).
+; Otherwise, you have to actually walk past the dead enemy bodies for their equipment to be revealed.
+;------------------------------------------------------------------------------------------------------------------------------
+
+REVEAL_DROPPED_ENEMY_ITEMS_AFTER_COMBAT = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This section controls the behavior of the "SHIFT + F" hotkey.
+; This hotkey is normally used to to remove attachments from all items in the sector and unload all weapons.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Set this to false to keep weapons loaded.
+; Note that a loaded weapon can be stolen by militia or enemy during TACTICAL mode.
+SHIFT_F_UNLOAD_WEAPONS = FALSE
+
+; Set this to false to keep item attachments.
+; Unseparable attachments will not be removed.
+SHIFT_F_REMOVE_ATTACHMENTS = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Use this setting to enable a "Smarter" goggle swap when pressing the hotkey "SHIFT + N".
+; If TRUE: "SHIFT + N" will cause your merc to switch to the best night vision goggles he's got at night, or best sunglasses
+; he's got during the day.
+; If FALSE: Whatever the merc is wearing will be switched with the best of the other kind (the "classic" behavior)
+;------------------------------------------------------------------------------------------------------------------------------
+
+SMART_GOGGLE_SWAP = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; When TRUE, the "SHIFT + N" and "CTRL + SHIFT + N" hotkeys will cause all mercs in the sector to swap their goggles.
+; When FALSE, these hotkeys will only swap goggles for the currently selected squad.
+;------------------------------------------------------------------------------------------------------------------------------
+
+GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Enable/Disable the pop-up box that asks whether you want to place a blue flag on a mine you've located.
+; If TRUE: When a character finds a mine they will automatically put a blue flag there without asking
+; If FALSE: When a character finds a mine they will ask whether to put a blue flag there (the "classic" behavior)
+;------------------------------------------------------------------------------------------------------------------------------
+
+AUTOMATICALLY_FLAG_MINES_WHEN_SPOTTED = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Enable/disable the ability to give commands to Militia during TACTICAL mode.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALLOW_TACTICAL_MILITIA_COMMAND = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
; Use the Enhanced Description Box instead of the old one?
; 0 = Both Strategic and Tactical
; 1 = Strategic only
; 2 = Tactical only
-;******************************************************************************************************************************
+; Use the in-game Options Menu to turn the E.D.B on and off.
+;------------------------------------------------------------------------------------------------------------------------------
+
USE_ENHANCED_DESCRIPTION_BOX = 0
-;******************************************************************************************************************************
-; Use the file "prof.dat" for all difficult settings instead of the specific ones.
-;******************************************************************************************************************************
-ALWAYS_USE_PROF_DAT = FALSE
+;------------------------------------------------------------------------------------------------------------------------------
+; Toggles new targeting cursors for Burst and Autofire.
+; 0 = No new targeting cursors.
+; 1 = New Burst and Autofire targeting cursors
+; 2 = New Burst targeting cursor only
+; 3 = New Autofire targeting cursor only
+;------------------------------------------------------------------------------------------------------------------------------
+
+USE_NEW_BURST-AUTO_TARGETING_CURSORS = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
+; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
+; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
+; character will see the exact results.
+;------------------------------------------------------------------------------------------------------------------------------
+
+INACCURATE_CTH_READOUT = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; If this is set above 0, characters may sometimes forget how many bullets are left in their gun. Depending on the character's
+; Wisdom, Dexterity and Experience Level, he/she may be able to give an educated guess. Otherwise, the number of bullets
+; left is completely hidden.
+; Increasing this value will make it harder to give an accurate bullet count during battle.
+; This feature only works when in turn-based TACTICAL mode. If the game switches to real-time, the true bullet count is
+; displayed as normal.
+;------------------------------------------------------------------------------------------------------------------------------
+
+HIDE_BULLET_COUNT_INTENSITY = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; How many messages can appear on-screen simultaneously in TACTICAL mode. Maximum is 36 in 1024x768 resolution.
+; This value is adjusted automatically when using lower resolutions. JA2 default is 6 in all resolutions.
+;------------------------------------------------------------------------------------------------------------------------------
+
+MAXIMUM_MESSAGES_IN_TACTICAL = 6
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Turn this on to avoid the game automatically switching your selected soldier when enemies are spotted.
+; Only useful if ALLOW_REAL_TIME_SNEAK is set to TRUE as well.
+;------------------------------------------------------------------------------------------------------------------------------
+
+NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = FALSE
+
;******************************************************************************************************************************
-; -----------------------------------------------------------------------------------------------------------------------------
-; In this section you can change additional settings introduced by Headrock's HAM 2.8
-; -----------------------------------------------------------------------------------------------------------------------------
;******************************************************************************************************************************
-[JA2 HAM Settings]
+[Tactical Difficulty Settings]
;******************************************************************************************************************************
-; Increases or decreases (by percentage) the amount of cash that mines generate every day. Set to 100 for normal
-; JA2 profits. This value goes all the way up to 65535%, but that's not recommended.
+; These settings have a direct effect on the difficulty of the game in TACTICAL mode (combat).
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Bonus APs for Enemy Soldiers:
+; Number of extra APs for enemy troops at the various difficulty levels.
+; Please note, this number is NOT automatically adjusted based on your selected AP system (25 / 100).
+;------------------------------------------------------------------------------------------------------------------------------
+
+ENEMY_AP_BONUS_NOVICE = 0
+ENEMY_AP_BONUS_EXPERIENCED = 0
+ENEMY_AP_BONUS_EXPERT = 0
+ENEMY_AP_BONUS_INSANE = 5
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Bonus for the player's mercs
+; Gives a flat AP Bonus to all player's mercenaries, it also pushes the AP Cap. Works almost exactly like the enemy AP bonus.
+; Do not set this higher than 50.
+;------------------------------------------------------------------------------------------------------------------------------
+
+PLAYER_AP_BONUS = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This setting determines whether militia can drop their equipment when they die, like enemies do.
;
-; This value can be set as low as 1%. Setting it to 0 will automatically default to 1%, as otherwise it'll crash your game.
-;******************************************************************************************************************************
-
-MINE_INCOME_PERCENTAGE = 100
-
-;******************************************************************************************************************************
-; H.A.M modification. Externalized the minimum and maximum possible CTH value for any attack.
-; Maximum and minimum values go from 0 to 100.
-; Divisor only works when minimum is 0.
-; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
-; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
-; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
+; 0 = JA2 Default. Militia can't drop any equipment.
+; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
+; 2 = Militia can drop their equipment regardless of who killed them.
;
-; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
-; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
-; 100.
-; With Divisor 2, we get a 1/200 ratio.
-; With Divisor 10, we get a 1/1000 ratio. And so on.
-;******************************************************************************************************************************
+; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
+; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
+; (or none at all).
+;------------------------------------------------------------------------------------------------------------------------------
-MAXIMUM_POSSIBLE_CTH = 99
-MINIMUM_POSSIBLE_CTH = 1
-MINIMUM_CTH_DIVISOR = 100
+MILITIA_DROP_EQUIPMENT = 0
-;******************************************************************************************************************************
-; Allow restricted militia to move through visited sectors regardless of XML restrictions?
-; Requires RESTRICT_ROAMING to be TRUE.
-;******************************************************************************************************************************
-
-ALLOW_RESTRICTED_MILITIA_THROUGH_VISITED_SECTORS = FALSE
-
-;******************************************************************************************************************************
-; Allow restricted militia to adhere to a hardcoded plan which allows them to move based on which cities have
-; been liberated?
-; Requires RESTRICT_ROAMING to be TRUE, but overrides XML definitions.
-;******************************************************************************************************************************
-
-ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
-
-;******************************************************************************************************************************
-; Controls how powerful suppression fire is. This is a percentage on the number of Suppression Points each combatant
-; gets at the end of the attack.
-;
-; 100 = Normal
-; 0 = No suppression at all.
-;
-; This value can be raised to 65535... But don't. Values over 200 are already excessive.
-;******************************************************************************************************************************
-
-SUPPRESSION_EFFECTIVENESS = 0
-
-;******************************************************************************************************************************
-; Flags to determine if we should limit how many APs can be lost per attack/turn. Actual AP amounts can be changed in
-; APBPConstants.ini
-; - AP_MAX_SUPPRESSED
-; - AP_MAX_TURN_SUPPRESSED
-;
-; TRUE = Use the value from APBPConstants.ini
-; FALSE = Ignore the value in APBPConstants.ini
-;******************************************************************************************************************************
-
-LIMITED_SUPPRESSION_AP_LOSS_PER_TURN = TRUE
-LIMITED_SUPPRESSION_AP_LOSS_PER_ATTACK = TRUE
-
-;******************************************************************************************************************************
-; Minimum and Maximum amounts that Suppression Tolerance can be modified to based on various in game factors
-;
-; NOTE: You'll cause problems if you set MIN to a value greater then MAX
-;******************************************************************************************************************************
-SUPPRESSION_TOLERANCE_MAX = 24
-SUPPRESSION_TOLERANCE_MIN = 1
-
-;******************************************************************************************************************************
-; Turn Suppression Shock on and off. Suppression shock is a feature that causes any suppressed characters to
-; become much less effective (most importantly, they lose CTH). The more suppressed a character is, the worse their shock
-; will be, up to a certain amount. Shock clears away with time (it is halved at the start of each turn).
-;
-; FALSE = No Suppression Shock.
-; TRUE = activated.
-;******************************************************************************************************************************
-
-SUPPRESSION_SHOCK = FALSE
-
-;******************************************************************************************************************************
-; This controls the magnitude of Suppression Shock. Raise this higher to cause more shock to enemies, lower to
-; cause less shock. Regardless of choice, the character's level and morale will still affect how much shock they get compared
-; to other characters. Also, this has no effect on the actual limit of shock - that'll always be around 15 shock points
-; (resulting in 75% CTH reduction!). Higher magnitude will cause shock to happen faster (Requiring less suppression to reach
-; the limit), but please note that very high suppression may cause a character to surpass the limit and take a while before they
-; can even fire a shot again at more than minimum CTH.
-;
-; Range is 0 (no suppression shock) to 65535 (65535% effect). 100 is "normal" effect.
-; PLEASE PLEASE don't mess around - use values no higher than 300%, otherwise you risk throwing game balance out of whack.
-; Heck, even 200% may be very powerful indeed. 100% is pretty optimal as I see it, anyway.
-;******************************************************************************************************************************
-
-SUPPRESSION_SHOCK_EFFECTIVENESS = 0
-
-;******************************************************************************************************************************
-; This controls the amount of CTH lost when aiming at a prone or crouched target that is affected by shock. This goes
-; to simulate the target cowering in fear behind any possible obstacle, lowering their profile as much as they can.
-;
-; The effect when the target is crouched is 1/3 of the full value.
-;
-; Set to 0 to turn off "Cowering". By doing so, you'll also reduce the frequency of enemies dropping - the trained mercs will
-; still drop, but will also remain more accurate.
-;******************************************************************************************************************************
-
-AIM_PENALTY_PER_TARGET_SHOCK = 0
-
-;******************************************************************************************************************************
-; If this percentage value is increased above 0, it will affect the amount of suppression a character receives when
-; "Cowering". At 100, cowering has no extra effect on suppression (same as 0). At 50, suppression only affects that character
-; half as much. Optimally, you'd want to set this above 100, so that "Cowering" characters (meaning, people who have been
-; successfully scared by the volley) would lose a lot more APs due to the suppressive volley than those who simply want to get
-; out of the way. They will subsequently also become more shocked.
-;******************************************************************************************************************************
-
-COWER_EFFECT_ON_SUPPRESSION = 0
-
-;******************************************************************************************************************************
-; The next three settings control realistic tracer fire.
-;
-; REALISTIC_TRACERS: Toggle Realistic Tracers.
-; 0 = off (regular tracers).
-; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
-; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
-;
-; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any magazine. 0 = no tracers. 1 = every bullet
-; is a tracer. 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
-;
-; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
-; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
-; seriously, keep it around 20, willya?
-;
-;******************************************************************************************************************************
-
-REALISTIC_TRACERS = 2
-NUM_BULLETS_PER_TRACER = 1
-CTH_BUMP_PER_TRACER = 0
-
-;******************************************************************************************************************************
-; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
-;
-; Any aiming (with/without scope) = +1/2 of the weapon's draw cost
-; Any aiming with a scope = +1 AP for the first aiming level only.
-; Aiming level 1-4 = increased by 1 AP per aiming point as normal
-; Aiming level 5-6 = 4 AP + 2 for each aiming point beyond 4
-; Aiming level 7-8 = 8 AP + 3 for each aiming point beyond 6
-;******************************************************************************************************************************
-
-INCREASED_AIM_COST = FALSE
-
-;******************************************************************************************************************************
-; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
-; and bipod use.(TRUE/FALSE)
-;
-; Please note - this can be toggled via the Options Menu in the same way that today's 4/6/8 restrictions do.
-;******************************************************************************************************************************
-
-DYNAMIC_AIM_LIMITS = FALSE
-
-;******************************************************************************************************************************
-; How much CTH is lost per tile moved by the target? (JA2 Default is 1.5 per tile).
-; Please note, the maximum CTH loss is 30, no matter how high you set this.
-;******************************************************************************************************************************
-
-MOVEMENT_EFFECT_ON_AIMING = 1.5
-
-;******************************************************************************************************************************
-; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can't take negative values too,
-; but won't lower B/5AP below 0.
-; 0 = No change from normal
-; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
-;
-;******************************************************************************************************************************
-
-AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
-
-;******************************************************************************************************************************
-; This determines how important luck is in combat, compared to actual skills. JA2 Vanilla is 2.0 (luck as important
-; as skills). Lower this value to reply more on skills, raise to rely more on luck. Values below 1.0 default to 1.0.
-;******************************************************************************************************************************
-
-AUTORESOLVE_LUCK_FACTOR = 2.0
-
-;******************************************************************************************************************************
-; This controls how much suppression shock can be sustained by a target. This limit may be breached, but the program
-; will try to stay below it most of the time. Changing this value will also affect suppression shock itself (similar to the
-; above "suppression shock effectiveness" value. The two values are not mutually exclusive, they work independently. Also note
-; that lowering this may render some characters immune to suppression shock, especially if you're using a value of 24 or less.
-;******************************************************************************************************************************
-
-MAXIMUM_SUPPRESSION_SHOCK = 30
-
-;******************************************************************************************************************************
-; Toggles new CTH bars for Burst and Autofire.
-; 0 = No new CTH bars.
-; 1 = New Burst and Autofire CTH bars
-; 2 = New Burst CTH Bars only
-; 3 = New Autofire CTH Bars only
-;******************************************************************************************************************************
-
-NEW_BURST-AUTO_CTH_BARS = 0
-
-;******************************************************************************************************************************
-; HEADROCK: Makes enemy behaviour better in games where suppression is powerful. Turn this off if you've set low suppression
-; values above. Otherwise, you'll want to turn this on, otherwise the AI will be very stupid about suppressing you, and about
-; running away from suppression fire.
-;******************************************************************************************************************************
-
-INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
-
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
; You can now adjust how quickly you'll advance in the various skills, attributes, and Experience Level. This is the
; number of "sub-points" you need to acquire to gain a new level.
;
@@ -1201,149 +652,1365 @@ INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
; Note: Lowering any of these numbers in the middle of a campaign may cause an immediate "jump" of stats as it does NOT clear
; the number of sub-points already accumulated. If you're going to reduce the values, please do so BEFORE starting a new
; campaign, or suffer(??) the consequences!!
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Attributes
+HEALTH_SUBPOINTS_TO_IMPROVE = 50
+STRENGTH_SUBPOINTS_TO_IMPROVE = 50
+WISDOM_SUBPOINTS_TO_IMPROVE = 50
+DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
+AGILITY_SUBPOINTS_TO_IMPROVE = 50
+; Skills
+MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
+MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
+EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
+MEDICAL_SUBPOINTS_TO_IMPROVE = 25
+LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
+; Experience
+LEVEL_SUBPOINTS_TO_IMPROVE = 350
+
+;------------------------------------------------------------------------------------------------------------------------------
+; 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.
+;
+; "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.
+; Shift-Ctrl-x: Toggle the real-time sneaking mode on/off. Enters turn-based if the player can see an enemy.
+; Toggling it back on in turn-based, while stil unseen by the enemy does NOT revert to real time -
+; turn-based will continue until the player no longer sees any enemies.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; If TRUE, 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
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This setting forces enemy (and/or militia) reinforcements to arrive in battle with 0 AP.
+;
+; 0 = JA2 1.13 Default. Reinforcements may act as soon as they appear on the battlefield.
+; 2 = Enemy reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
+; 3 = Militia reinforcements arrive on the battlefield with 0 APs, and will only be able to act once their next turn starts.
+; 1 = Both options on.
+;
+; Use this setting if you feel that enemy reinforcements appearing out of nowhere are too deadly.
+; This setting is meaningless unless ALLOW_REINFORCEMENTS = TRUE.
+;------------------------------------------------------------------------------------------------------------------------------
+
+REINFORCEMENTS_ARRIVE_WITH_ZERO_AP = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; If TRUE: When a militia person succeeds a skill-check to spot a mine, they will place a blue flag on it so that no
+; one else will accidentally step on that mine.
+;------------------------------------------------------------------------------------------------------------------------------
+
+MILITIA_CAN_PLACE_FLAGS_ON_MINES = 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.
+;
+; Use these settings to change the way that Civilians and Militia react to being attacked. Note that as far as the
+; game is concerned, a character walking into a cloud of gas you created will be considered "attacked".
+;------------------------------------------------------------------------------------------------------------------------------
+
+; If TRUE, civilians who cannot hold a weapon will never trigger Combat Mode when attacked, even if they are killed.
+; Use this to prevent situations where hurting a civilian forces you to kill all of them!
+CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
+
+; 0 = Militia will never become hostile to you, no matter what you do to them.
+; 1 = Militia will only become hostile to you if you kill one of them.
+; 2 = JA2 Default: Militia will become hostile to you if you hurt one of them.
+CAN_MILITIA_BECOME_HOSTILE = 2
+
+
-HEALTH_SUBPOINTS_TO_IMPROVE = 50
-STRENGTH_SUBPOINTS_TO_IMPROVE = 50
-WISDOM_SUBPOINTS_TO_IMPROVE = 50
-DEXTERITY_SUBPOINTS_TO_IMPROVE = 50
-AGILITY_SUBPOINTS_TO_IMPROVE = 50
-MARKSMANSHIP_SUBPOINTS_TO_IMPROVE = 25
-MECHANICAL_SUBPOINTS_TO_IMPROVE = 25
-EXPLOSIVES_SUBPOINTS_TO_IMPROVE = 25
-MEDICAL_SUBPOINTS_TO_IMPROVE = 25
-LEADERSHIP_SUBPOINTS_TO_IMPROVE = 25
-LEVEL_SUBPOINTS_TO_IMPROVE = 350
;******************************************************************************************************************************
-; When this is set to TRUE, it will change the way that the CTH Bar and "F" key feedback report our CTH. Based on
-; the characters' Experience Level, Wisdom, Marksmanship and Sniper Skill (if any), the program will decide how accurate our
-; CTH feedback would be. An untrained character will see CTH jump between fewer "stations" than 100 (the normal). A very trained
-; character will see the exact results.
;******************************************************************************************************************************
-APPROXIMATE_CTH = FALSE
+[Tactical Vision Settings]
;******************************************************************************************************************************
-; This setting controls whether Roaming Militia can move through "minor cities", I.E. any sector that contains a
+; These settings change the sight distance of all characters in the game.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Base sight range for every person in the game. This value is automatically multiplied by 2!
+; JA2 Default is 13.
+; Range: 0-255
+;------------------------------------------------------------------------------------------------------------------------------
+
+BASE_SIGHT_RANGE = 13
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Enable/disable tunnel vision: characters (friend and foe) cannot see behind, and have limited vision to the sides.
+; Some scopes and headgear may make vision even narrower.
+; If set to FALSE, will use JA2 behavior (equal sight distance in all directions, no modifiers from scopes/headgear).
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALLOW_TUNNEL_VISION = FALSE
+
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Tooltip Settings]
+
+;******************************************************************************************************************************
+; In this section you can set details about enemy tooltips.
+; Tooltips can be enabled/disabled in the Option Screen.
+; To display the tooltip move the mouse over the enemy and press ALT.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; The minimum amount of information that soldier tooltips will display
+; 1 = Limited - are they wearing any armor (but not where), general type of weapon
+; (but no mention of attachments), do they have a gas mask or NVG.
+; 2 = Basic - do they have a helmet, or a vest, or pants, general type of weapon
+; and visible weapon attachments, do they have a gas mask or NVG.
+; 3 = Full - includes exact types of armor, model of weapon and all attachments, and type of NVG.
+; 4 = Debug - as Full, but also includes APs, Health, and other info for modders.
+;------------------------------------------------------------------------------------------------------------------------------
+
+SOLDIER_TOOLTIP_DETAIL_LEVEL = 0
+
+; If you have not choosen Full or Debug tooltip level, tooltips will only be displayed on the enemy,
+; if you are not more than 13 tiles away and the enemy is in line of sight of the current selected merc.
+DYNAMIC_SOLDIER_TOOLTIPS = FALSE
+
+; Enable/disable individual lines of information within the tooltip
+; Set HELMET and VEST and LEGGINGS to FALSE (all 3) to prevent the display of the armor line
+; Set HEAD_SLOT_1 and HEAD_SLOT_2 both to FALSE to prevent the display of the NVG and gas mask lines
+
+; Location, Distance
+SOLDIER_TOOLTIP_DISPLAY_LOCATION = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BRIGHTNESS = FALSE
+SOLDIER_TOOLTIP_DISPLAY_RANGE_TO_TARGET = FALSE
+; Behavior, Condition
+SOLDIER_TOOLTIP_DISPLAY_ID = FALSE
+SOLDIER_TOOLTIP_DISPLAY_ORDERS = FALSE
+SOLDIER_TOOLTIP_DISPLAY_ATTITUDE = FALSE
+SOLDIER_TOOLTIP_DISPLAY_ACTIONPOINTS = FALSE
+SOLDIER_TOOLTIP_DISPLAY_HEALTH = FALSE
+; Armor, Headgear
+SOLDIER_TOOLTIP_DISPLAY_HELMET = FALSE
+SOLDIER_TOOLTIP_DISPLAY_VEST = FALSE
+SOLDIER_TOOLTIP_DISPLAY_LEGGINGS = FALSE
+SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_1 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_HEAD_SLOT_2 = FALSE
+; Weapons
+SOLDIER_TOOLTIP_DISPLAY_WEAPON = FALSE
+SOLDIER_TOOLTIP_DISPLAY_OFF_HAND = FALSE
+; Inventory
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_1 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_2 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_3 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_4 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_5 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_6 = FALSE
+SOLDIER_TOOLTIP_DISPLAY_BIG_SLOT_7 = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; ULTRA DYNAMIC TOOLTIPS
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Override the distance at which tooltips can be seen?
+ALLOW_DYNAMIC_TOOLTIP_RANGE = FALSE
+
+; The modifier sets the percentage of visible range that tooltips will be visible within (Default = 50)
+DYNAMIC_TOOLTIP_RANGE_MODIFIER = 75
+
+; Change the amount of details received in the tooltip, based on your range to that enemy?
+ALLOW_DYNAMIC_TOOLTIP_DETAIL_LEVEL = FALSE
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Gameplay Settings]
+
+;******************************************************************************************************************************
+; These settings change the rules of the game in TACTICAL mode.
+; They affect all characters (friend and foe) equally!
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Set the minimum and maximum possible "Chance-to-Hit" value for any attack.
+;
+; Maximum and minimum values go from 0 to 100.
+; The "DIVISOR" only works when the minimum is set to 0.
+; The divisor allows us to define a minimum CTH which is between 0 and 1. If we get 0 CTH, then the program rolls a random
+; number between 1 and the value of the Divisor. If a 1 is rolled, we get a CTH of 1, otherwise the CTH is 0. So the divisor
+; actually gives us a certain chance to have a chance (CTH 1). The larger the divisor, the slimmer that chance.
+;
+; The normal chance (Minimum CTH 1, Divisor irrelevant) gives a statistical minimum chance to hit of 1 bullet in every 100.
+; With Divisor 1 (Minimum CTH 0, for the divisor to take effect), we also get a statistical minimum chance to hit of 1 bullet in every
+; 100.
+; With Divisor 2, we get a 1/200 ratio.
+; With Divisor 10, we get a 1/1000 ratio. And so on.
+;------------------------------------------------------------------------------------------------------------------------------
+
+MAXIMUM_POSSIBLE_CTH = 99
+MINIMUM_POSSIBLE_CTH = 1
+MINIMUM_CTH_DIVISOR = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; The next three settings control realistic tracer fire.
+;
+; REALISTIC_TRACERS: Toggle Realistic Tracers.
+; 0 = off (regular tracers).
+; 1 = Fully realistic tracers - cause CTH bumps but no autofire penalty reduction.
+; 2 = Tracer Bump + 1.13 (repaired!) Autofire Penalty Reduction
+;
+; NUM_BULLETS_PER_TRACER: Controls the ratio between regular and tracer bullets in any tracer magazine.
+; 0 = no tracers.
+; 1 = every bullet is a tracer.
+; 2 = bullets #2, #4, #6 etc. in the magazine are tracers.
+;
+; CTH_BUMP_PER_TRACER: Controls size of the CTH bonus given when a tracer is fired. Base bump equals to the current autofire
+; penalty suffered from autofire, and that is directly modified by the value of the bump. Values around -30000 to +30000, but
+; seriously, keep it around 20, willya?
+;
+;------------------------------------------------------------------------------------------------------------------------------
+
+REALISTIC_TRACERS = 0
+NUM_BULLETS_PER_TRACER = 1
+CTH_BUMP_PER_TRACER = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; When CTH_BUMP is used (see above), this caps the maximum CTH you can reach when using tracers, based on your range to
+; the target. The further you are away from the target, the lower that cap will be.
+; Increase this value to increase the importance of range in this calculation.
+;
+; Use this setting to prevent characters from becoming uber-accurate when firing a long chain of tracer bullets.
+;------------------------------------------------------------------------------------------------------------------------------
+
+RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
+
+;------------------------------------------------------------------------------------------------------------------------------
+; New scope aiming time system, increases AP costs for use of scopes (TRUE/FALSE)
+;
+; If enabled, will read values from APBPConstants.INI to see how many APs each aiming level costs.
+; If disabled, each aiming level costs exactly 1AP (or 4APs when the 100AP system is used).
+;------------------------------------------------------------------------------------------------------------------------------
+
+INCREASE_AIMING_COSTS = FALSE
+
+; Divisor of the gun's "READY" cost that is added to the the first aiming level.
+; 0 = No extra cost.
+FIRST_AIM_READY_COST_DIVISOR = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Dynamically alters the number of "Extra Aiming" levels that you can reach based on the gun you're holding.
+;
+; The number of aiming levels you can get with a gun is limited by several factors, including gun type, scope type,
+; and bipod use. Pistols get only about 1 or 2 aiming levels. Only sniper rifles with a scope and bipod can reach
+; 8 aiming levels.
+;
+; If set to FALSE, will use JA2 1.13's default system (4 Aiming Levels, 6 with a Battle scope, 8 with a Sniper Scope).
+; The in-game Options Menu can disable this completely, leaving all guns with no more than 4 aiming levels.
+;------------------------------------------------------------------------------------------------------------------------------
+
+DYNAMIC_AIMING_LIMITS = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Firing at moving targets.
+;
+; The game reduces your Chance-to-Hit if your target is moving. The amount of CTH lost is proportional to the number
+; of tiles this target has moved since the beginning of their current turn.
+; Use these settings to change the severity of this effect.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; How much CTH is lost when firing at a target, for each tile the target has moved so far?
+CTH_PENALTY_FOR_TARGET_MOVEMENT = 1.5
+
+; How much CTH can be lost in total due to the movement of your target?
+MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Add extra effects to critical hits.
+;
+; Critical hits are randomly generated, and will always cause more damage than normal hits. They are also likely to cause
+; attribute loss.
+; A critical hit to the legs causes a character to fall down. Use these settings to add other similar effects.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Chance for a critical headshot to cause blindness. Chance is modified by damage caused. Duration of blindness
+; is also proportional to damage.
+; 0 = Disabled.
+; 100 = Always.
+CHANCE_BLINDED_BY_HEADSHOT = 0
+
+; Do critical leg-shots cause a loss of APs? If TRUE, AP loss is proportional to damage.
+CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Cover System Settings]
+
+;******************************************************************************************************************************
+; These are settings for the new Cover Display system, shown when you press 'END' in the tactical screen.
+;******************************************************************************************************************************
+
+; For every level of the stealth trait, X points (to your standard stealth value + equipment) gets added.
+COVER_SYSTEM_STEALTH_TRAIT_COVER_VALUE = 15
+
+; This tell how much a stealth value of 100 will decrese the sight range of an enemy.
+; 50% means that at 100 stealth level you have reduced the enemies sight range by 50%.
+COVER_SYSTEM_STEALTH_EFFECTIVENESS = 50
+
+; This is similar to STEALTH_EFFECTIVENESS.
+; 100% wood camoflague will reduce the enemies vision if you are on wooden terrain.
+COVER_SYSTEM_CAMOUFLAGE_EFFECTIVENESS = 50
+
+; How much the stance influences the view range reduction. Prone will give you 10% (default) view reduction / cover.
+COVER_SYSTEM_STANCE_EFFECTIVENESS = 10
+
+; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
+; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
+COVER_SYSTEM_LBE_EFFECTIVENESS = 50
+
+; Running around crazy will give you a penalty of up to 50% (default).
+COVER_SYSTEM_MOVEMENT_EFFECTIVENESS = 50
+
+; 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
+
+; If you let the display cover refresh via the 'END' key toggle, this is the refresh interval (in ms) used to redisplay the cover.
+; The cover calculation is relativly hard on the cpu, so default are only two refreshes a second.
+COVER_SYSTEM_UPDATE_DELAY = 500
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Suppression Fire Settings]
+
+;******************************************************************************************************************************
+; These settings control the behavior of Suppression Fire, its severity, and its side-effects.
+;
+; Please note: Activating this system may have a PROFOUND effect on your game - it changes the way battles are fought
+; (hopefully making them more realistic). Do not change any setting unless you understand what it does!!
+;
+; To enable the system, raise the value of "SUPPRESSION_EFFECTIVENESS" above 0.
+;******************************************************************************************************************************
+
+;******************************************************************************************************************************
+; SUPPRESSION BASICS
+;
+; Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression.
+; He will then lose APs proportionally. The goal is to SUCK OUT THE ENEMY'S APs, so he can't move or fire back.
+;
+; Characters have a TOLERANCE value that helps them resist suppression fire. A higher value decreases AP loss, Shock,
+; and morale loss. This value is based on the character's Experience and Morale, among other things.
+;
+; In addition to AP loss, Suppression SHOCK can also be accumulated. This makes the character less useful, by reducing
+; his Chance-to-Hit considerably. It also makes the character harder to hit himself.
+;
+; Characters with too much SHOCK are said to be COWERING. They are now even more vulnerable to suppression than normal!
+;
+; Characters can go into negative APs when under suppression fire. This means they lose APs off their NEXT turn as well.
+; A character who has lost all APs off his NEXT turn is said to be PINNED DOWN. This is the best result from suppression
+; fire, it means that the character is useless of a whole turn and can be assaulted safely.
+;
+; Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are
+; hiding.
+; Note that they will try to do the same thing to you!
+;******************************************************************************************************************************
+
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Controls how powerful suppression fire is.
+;
+; 0 = JA2 Default: Suppression is DISABLED.
+; 100 = Suppression is fully activated.
+;
+; This value can be raised to 65535... But don't. Values over 200 are already excessive.
+;------------------------------------------------------------------------------------------------------------------------------
+
+SUPPRESSION_EFFECTIVENESS = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Minimum and Maximum amount of Suppression Tolerance a character can have.
+;
+; NOTE: You'll cause problems if you set MIN to a value greater then MAX
+;------------------------------------------------------------------------------------------------------------------------------
+
+SUPPRESSION_TOLERANCE_MAX = 24
+SUPPRESSION_TOLERANCE_MIN = 1
+
+; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
+NEARBY_FRIENDLIES_AFFECT_TOLERANCE = FALSE
+
+; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
+TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This controls how much Suppression Shock is taken when under fire.
+;
+; 100 is the "normal" effect.
+; Range is 0 (no suppression shock) to 65535 (65535% effect).
+; 200 is a LOT.
+;------------------------------------------------------------------------------------------------------------------------------
+
+SUPPRESSION_SHOCK_INTENSITY = 0
+
+; The maximum number of Shock points a character can have.
+MAX_SUPPRESSION_SHOCK = 5
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Shocked Target CTH Penalty
+;
+; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
+; Use these settings to change the CTH penalty for shooting at such targets.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
+CTH_PENALTY_PER_TARGET_SHOCK = 0
+
+; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
+MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 0
+
+; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
+CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
+CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
+CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
+CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
+
+; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop.
+MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Shock Effects
+;
+; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
+; Use these settings to enable further effects from being shocked.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
+; 0 = No limit.
+MAX_CTH_PENALTY_FROM_SHOCK = 0
+
+; Vision loss due to Suppression Shock.
+; 0 = No vision loss.
+; 2 = Vision range reduced proportionally to shock.
+; 3 = Tunnel Vision increased proportionally to shock.
+; 1 = Both options enabled.
+SHOCK_REDUCES_SIGHTRANGE = 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
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This setting makes the AI behave better when Suppression is enabled. He'll consider firing more often, will fire more
+; bullets at you, and will not run away as often.
+;------------------------------------------------------------------------------------------------------------------------------
+
+INCREASE_AI_WILLINGNESS_TO_SUPPRESS = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Explosive Suppression
+;
+; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
+; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
+; of the explosion itself!
+; 0 = disabled.
+; 100 = "normal" effect.
+;------------------------------------------------------------------------------------------------------------------------------
+
+EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Other settings
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
+NOTIFY_WHEN_PINNED_DOWN = FALSE
+
+; Minimum distance at which friendly characters become suppressed their own forces.
+MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Tactical Weather Settings]
+
+;******************************************************************************************************************************
+; In this section you can enable Rain and other weather effects. Rain reduces visibility, lightning reveals enemy
+; positions.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Rain settings
+;
+; (For slow CPUs, you may want to disable rain entirely.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Enable/Disable rain appearing in the game.
+ALLOW_RAIN = FALSE
+
+; Chance of rain to be triggered once per day.
+RAIN_CHANCE_PER_DAY = 0
+
+; Minimum/Maximum length of rain.
+RAIN_MIN_LENGTH_IN_MINUTES = 60
+RAIN_MAX_LENGTH_IN_MINUTES = 300
+
+; For slow CPUs decrease the MAX_RAIN_DROPS.
+MAX_RAIN_DROPS = 80
+
+; Controls how rain affects visual distance
+; Range: 0-100%
+; 0% = Rain doesn't decrease sightrange.
+; 100% = Can't see anything in the rain.
+VISUAL_DISTANCE_DECREASE_PER_RAIN_INTENSITY = 30
+
+; Reduction of weapon reliability, causing weapons to deteriorate faster in rain and possibly jam more often.
+WEAPON_RELIABILITY_REDUCTION_PER_RAIN_INTENSITY = 0
+
+; Reduction of the speed of regaining your breath (stamina) when it is raining.
+BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 1
+
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Lightning settings
+;
+; (ALLOW_RAIN must be set to TRUE for this to work.)
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Enable/Disable lightning occuring during rain.
+ALLOW_LIGHTNING = FALSE
+
+; Minimum/Maximum intervals between lightning in real time mode.
+MIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 2
+MAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS = 15
+
+; Minimum/Maximum intervals between lightning and thunder (this has no effect on gameplay)
+MIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 1
+MAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS = 5
+
+; If an enemy is spotted when lightning strikes, this causes a delay of X seconds to let you get a good look.
+DELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED = 5
+
+; In Turn-Based mode, lightning only occurs between turns. This is the chance of it occuring (out of 100).
+CHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS = 35
+
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+
+; #### ##### ### ## ##### #### #### ### #### #### #### ##### ##### ### # # #### ####
+; # # # # # # # # # # # # # # # # ## # # #
+; #### # ### #### # #### # ## # # #### #### # # # # ## # ## ####
+; # # # # # # # # # # # # # # # # # # # # # #
+; #### # # # # # # #### #### ### #### #### #### # # ### # # #### ####
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Gamestart Settings]
+
+;******************************************************************************************************************************
+; These settings control the situation at the start of the game.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Game starting time and merc arrival delay
+;
+; The values are in seconds (3600 = 1 hour)
+;
+; GAME_STARTING_TIME is time when the game starts. This will always be on Day 1 + GAME_STARTING_TIME
+; FIRST_ARRIVAL_DELAY is a delay between game start and merc arrival
+;
+; Do not change this setting after the game has started
+; Do not set the values too low
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Default value is 3600 (1am)
+GAME_STARTING_TIME = 3600
+
+; Default value is 21600 (7am)
+FIRST_ARRIVAL_DELAY = 21600
+
+;------------------------------------------------------------------------------------------------------------------------------
+; You can change the arrival sector of your first mercs. The defaults are X=9, Y=1 (for sector Omerta A9).
+; Subsequent arrivals will occur as normal (whereever you set the arrival LZ on the map).
+;
+; Please note: If you set the arrival sector in enemy SAM-Site controlled area, it will automatically be moved to a safe
+; airspace sector immediately after your initial arrival!!
+;------------------------------------------------------------------------------------------------------------------------------
+
+DEFAULT_ARRIVAL_SECTOR_X = 9
+DEFAULT_ARRIVAL_SECTOR_Y = 1
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Interface Settings]
+
+;******************************************************************************************************************************
+; These settings change the user interface in STRATEGIC mode.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Allow the item description and stack popup windows to be accessed for items in the the Sector Inventory.
+;
+; Note: This only works if the sector is currently LOADED. Switch to TACTICAL mode to load a sector, then switch back.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALLOW_DESCRIPTION_BOX_FOR_ITEMS_IN_SECTOR_INVENTORY = TRUE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Change the color of the Stat Progress Bars shown on your character's information panel.
+;
+; The bars can be turned off completely using the in-game Options Menu.
+;------------------------------------------------------------------------------------------------------------------------------
+
+STAT_PROGRESS_BARS_RED = 140
+STAT_PROGRESS_BARS_GREEN = 90
+STAT_PROGRESS_BARS_BLUE = 20
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Determine whether the Daily Expenses window takes into account your mercs' contracts.
+;
+; 0 = Do not take merc contracts into account.
+; 1 = Add only the contracts for mercs with a daily pay (M.E.R.C and Recruitable NPCs)
+; 2 = Add all merc contracts to the projected expenses. A.I.M mercs' daily salaries are calculated based on the most
+; recent contract signed with them.
+;------------------------------------------------------------------------------------------------------------------------------
+
+INCLUDE_CONTRACTS_IN_PROJECTED_EXPENSES_WINDOW = 0
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Progress Settings]
+
+;******************************************************************************************************************************
+; These settings change the way that Game Progress is calculated, and various other factors that are progress-based.
+; PROGRESS normally increases as you advance in the game. It can also go down if you are losing.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Game progress weights
+;
+; Determine what factors influence your current progress.
+; Range: 0-100%
+; Warning! The sum of all 4 variables must be 100, or the variables will be reset to defaults
+;------------------------------------------------------------------------------------------------------------------------------
+
+; The maximum number of progress points you can get from killing enemies. Default 25
+GAME_PROGRESS_MAX_POINTS_FROM_KILLS = 25
+
+; The maximum number of progress points you can get from controlling city/SAM sectors. Increases slowly as you
+; conquer more sectors. Default 25
+GAME_PROGRESS_MAX_POINTS_FROM_SECTOR_CONTROL = 25
+
+; The maximum number of progress points you can get from increasing your mine output. Increases slowly as you
+; control more mines and get more loyalty in the towns where the mines are. Default 50
+GAME_PROGRESS_MAX_POINTS_FROM_MINE_INCOME = 50
+
+; The maximum number of progress points you can get from exploring sectors on the map. Default 0
+GAME_PROGRESS_MAX_POINTS_FROM_EXPLORED_SECTORS = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; An alternate method of calculating progress. Instead of adding up the points acquired by the weights above, it chooses
+; only one of the weights (the one with the highest accumulated points so far) and that is considered your total progress.
+;
+; If set to TRUE, all progress weights are automatically set to 100.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALTERNATE_PROGRESS_CALCULATION = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Additional factors to Progress Calculation
+;------------------------------------------------------------------------------------------------------------------------------
+
+; This acts as a floor value for the in-game progress. This will be your progress level until such time that the weights (see
+; above) can surpass it.
+GAME_PROGRESS_MINIMUM = 0
+
+; This modifier is just added to the normally computed game progress but of course cannot make it higher than 100%
+; You can use a negative modifier to reduce progress below its normal level. It cannot make progress lower than 0.
+GAME_PROGRESS_MODIFIER = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Number of kills required to get a single progress point, based on game difficulty.
+; The total number of progress points you can get is limited by GAME_PROGRESS_KILLS (see above)
+;------------------------------------------------------------------------------------------------------------------------------
+
+NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
+NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
+NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
+NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
+
+
+;------------------------------------------------------------------------------------------------------------------------------
+; The minimum progress level required to trigger some events.
+; Range: 0-100%
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Default 35
+GAME_PROGRESS_START_MADLAB_QUEST = 35
+
+; Default 50
+GAME_PROGRESS_MIKE_AVAILABLE = 50
+
+; Default 70
+GAME_PROGRESS_IGGY_AVAILABLE = 70
+
+
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Event Settings]
+
+;******************************************************************************************************************************
+; Controls various campaign events.
+;******************************************************************************************************************************
+
+; Can queen send troops to reinforce Drassen like she says she's going to in the Meanwhile...?
+; NOTE: This will make the beginning of the game MUCH HARDER if enabled!
+TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN = 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.
+; 0 = No mine will shut down!
+; 2 = Drassen
+; 3 = Alma
+; 4 = Cambria
+; 5 = Chitzena
+; 6 = Grumm
+WHICH_MINE_SHUTS_DOWN = -1
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Gameplay Settings]
+
+
+;******************************************************************************************************************************
+; These settings change the rules of the STRATEGIC game. They may or may not affect the difficulty of the game, but will
+; definitely change the way it is played.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Reinforcements
+;
+; This feature allows enemies/militia to immediately reinforce an adjacent sector that comes under attack. They arrive
+; at the edge of the map, a few turns after the battle starts. This can have a major impact on the outcome of a battle.
+;
+; Note that the maximum number of people on each team that can actually appear simultaneously in the same battle is
+; defined in the System Limits Settings section. If there are more than this amount, they will only appear when others
+; die or run away.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Allows enemy/militia reinforcements from adjacent sectors.
+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
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Do vehicles have their own inventory to carry equipment?
+VEHICLE_INVENTORY = FALSE
+
+; This allows the HUMVEE vehicle to move into some off-road sectors (Plains, Light Forest, etc).
+HUMVEE_OFFROAD = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This determines how important luck is in Auto-Resolve combat, compared to actual skills.
+; JA2 Default is 2.0 (luck is as important as skills).
+; Lower this value to reply more on skills, raise to rely more on luck.
+; Minimum is 1.0.
+;------------------------------------------------------------------------------------------------------------------------------
+
+AUTORESOLVE_LUCK_FACTOR = 2.0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; In normal JA2, enemy groups moving through sectors that you've already explored are always shown on the map
+; (as a big red "?").
+; If this is set to TRUE, only militia can spot enemy groups moving through any sector, explored or otherwise.
+;------------------------------------------------------------------------------------------------------------------------------
+
+NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Set the frequency and severity of risks triggered by using strategic facilities.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; How often facility events (good or bad) occur. Increase this to make events rarer. Default = 1000.
+FACILITY_EVENT_RARITY = 1000
+
+; How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more
+; noticeable. Increase this for the opposite. Default = 50.
+FACILITY_DANGER_RATE = 50
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Bobby Ray Settings]
+
+;******************************************************************************************************************************
+; Use these settings to control Bobby Ray's on-line store, and shipments from Bobby Ray's.
+;******************************************************************************************************************************
+
+;When enabled, mouse over a weapon in Bobby Ray's store to see a list of attachments it can take.
+BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Item shipment settings
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Should the stealing from shipments (in Drassen this is Pablo) be disabled?
+STEALING_FROM_SHIPMENTS_DISABLED = FALSE
+
+; Set the chance in percentage of whole shipment lost from Bobby Ray
+CHANCE_OF_SHIPMENT_LOSS = 10
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Item Property Settings]
+
+;******************************************************************************************************************************
+; Changes the values and behavior of weapons. Most of these settings are simply workarounds to avoid having to change
+; all the individual entries in Items.XML or Weapons.XML.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Percentage modifiers for weapon damage. Use it if you don't want edit the datafiles.
+; Range: 0-1000
+; 100 means 100% (no change in damage)
+; maximum damage (internal) is 255
+;------------------------------------------------------------------------------------------------------------------------------
+
+EXPLOSIVES_DAMAGE_MODIFIER = 100
+MELEE_DAMAGE_MODIFIER = 100
+GUN_DAMAGE_MODIFIER = 100
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Armor coverage - Armor doesn't protect the entire body. A bullet/attack has a chance to strike the target
+; in an unprotected area. Each armor item has a different coverage value.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ENABLE_ARMOR_COVERAGE = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Determines whether ammo weight is calculated based on the number of bullets remaining in a clip.
+; If FALSE, all magazines will weigh the same, regardless of how much bullets are left inside.
+;------------------------------------------------------------------------------------------------------------------------------
+
+DYNAMIC_AMMO_WEIGHT = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This is a hack to globally increase all AutofireBullets/5AP values of all weapons. Can take negative values too,
+; but won't lower B/5AP below 0.
+; 0 = No change from normal
+; 1 = Add 1 bullet per 5 APs to all weapons that have autofire.
+;------------------------------------------------------------------------------------------------------------------------------
+
+AUTOFIRE_BULLETS_PER_5AP_MODIFIER = 0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This value controls the amount of STRENGTH points required to comfortably lift 0.5 kilograms (1 lb.)
+; At the default value (1.0), the character can comfortably lift 0.5kg for each point of STRENGTH he has.
+; At 2.0, characters can comfortably carry twice as much with the same amount of strength.
+;------------------------------------------------------------------------------------------------------------------------------
+
+STRENGTH_TO_LIFT_HALF_KILO = 1.0
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Divisor for the CTH of any shot made with a mortar-type weapon. Increase this to make mortars less accurate.
+;------------------------------------------------------------------------------------------------------------------------------
+
+MORTAR_CTH_DIVISOR = 1
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Enemy AI Settings]
+
+;******************************************************************************************************************************
+; These settings change the behavior of the queen's army on the Strategy Map.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; New strategic AI
+;
+; This AI is capable of launching massive attacks (with reinforcements) at important sectors. Teams of several dozen enemies
+; will assemble to attack your sector SIMULTANEOUSLY. This is similar to the Drassen Counterattack event, except it happens
+; to every city, possibly several times during the campaign!
+; When set to TRUE, this setting has the potential of making the game considerably harder.
+;------------------------------------------------------------------------------------------------------------------------------
+
+NEW_AGGRESSIVE_AI = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Enemy army composition
+;
+; These settings are used to control the composition of enemy troops, at the start of the game and later on in the campaign.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Percentage of troops that are actually placed on the map at the start of the game.
+; 100 = All "default" troops are placed.
+; 200 = Twice as many troops are placed.
+INITIAL_GARRISON_PERCENTAGES_NOVICE = 70
+INITIAL_GARRISON_PERCENTAGES_EXPERIENCED = 100
+INITIAL_GARRISON_PERCENTAGES_EXPERT = 150
+INITIAL_GARRISON_PERCENTAGES_INSANE = 200
+
+; Minimum enemy group size. Enemy groups will never be smaller than this!
+MIN_ENEMY_GROUP_SIZE_NOVICE = 3
+MIN_ENEMY_GROUP_SIZE_EXPERIENCED = 4
+MIN_ENEMY_GROUP_SIZE_EXPERT = 6
+MIN_ENEMY_GROUP_SIZE_INSANE = 12
+
+; Percent of troops converted to extra elites in enemy groups
+PERCENT_EXTRA_ELITES_EXPERIENCED = 0
+PERCENT_EXTRA_ELITES_EXPERT = 25
+PERCENT_EXTRA_ELITES_INSANE = 50
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Queen's Pool
+;
+; These settings control how many troops the queen has for using against you, how many new troops she gets every day,
+; and so on. If the queen runs out of troops, she cannot dispatch new army units to send against you.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Determines whether or not the queen has unlimited troops. If she does, most of the settings below are completely ignored.
+UNLIMITED_POOL_OF_TROOPS_NOVICE = FALSE
+UNLIMITED_POOL_OF_TROOPS_EXPERIENCED = FALSE
+UNLIMITED_POOL_OF_TROOPS_EXPERT = FALSE
+UNLIMITED_POOL_OF_TROOPS_INSANE = TRUE
+
+; Amount of troops avaliable to the queen at game start
+QUEENS_INITIAL_POOL_OF_TROOPS_NOVICE = 150
+QUEENS_INITIAL_POOL_OF_TROOPS_EXPERIENCED = 200
+QUEENS_INITIAL_POOL_OF_TROOPS_EXPERT = 400
+QUEENS_INITIAL_POOL_OF_TROOPS_INSANE = 8000
+
+; Amount of troops that will be added to queens army when the troops pool is empty
+QUEEN_POOL_INCREMENT_PER_DIFFICULTY_LEVEL = 60
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Alert Levels
+;
+; These settings change the speed at which the enemy becomes "worried" about your presence in Arulco. As the queen becomes
+; more concerned, she will be more determined in sending stronger troops against you. Also, enemies will have a better
+; chance of spotting your mercs in the wilderness and chasing them around.
+;
+; Everytime an enemy or merc group arrives in a new sector, this is the chance the enemy will detect the player in
+; adjacent sectors. This chance is associated with each side checked. Stationary groups do this check periodically.
+;
+; Lower alert levels mean the enemy is less aggressive, and less willing to chase you around the map.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Sets the starting alert chances.
+ENEMY_STARTING_ALERT_LEVEL_NOVICE = 5
+ENEMY_STARTING_ALERT_LEVEL_EXPERIENCED = 20
+ENEMY_STARTING_ALERT_LEVEL_EXPERT = 60
+ENEMY_STARTING_ALERT_LEVEL_INSANE = 80
+
+; When an enemy spots and chases a player group, the alertness value decrements by this value.
+; Ranges from 1-100 (but recommend 20-60).
+ENEMY_ALERT_DECAY_NOVICE = 75
+ENEMY_ALERT_DECAY_EXPERIENCED = 50
+ENEMY_ALERT_DECAY_EXPERT = 25
+ENEMY_ALERT_DECAY_INSANE = 10
+
+; Certain conditions can cause the queen to go into a "full alert" mode. This means that temporarily, the queen's
+; forces will automatically succeed adjacent checks until x number of enemy-initiated battles occur. The same variable
+; is what is used to determine the free checks.
+NUM_AWARE_BATTLES_NOVICE = 1
+NUM_AWARE_BATTLES_EXPERIENCED = 2
+NUM_AWARE_BATTLES_EXPERT = 3
+NUM_AWARE_BATTLES_INSANE = 4
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Queen's Army AI / Behavior
+;
+; These settings control how often the queen makes decisions (to attack or replenish her forces), and how aggressive
+; she is about it.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; The base interval between the queen's decisions. She can only make one decision at a time.
+BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_NOVICE = 480
+BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERIENCED = 360
+BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_EXPERT = 180
+BASE_DELAY_IN_MINUTES_BETWEEN_EVALUATIONS_INSANE = 90
+
+; A random variation to the interval between queen's decisions.
+EVALUATION_DELAY_VARIANCE_NOVICE = 240
+EVALUATION_DELAY_VARIANCE_EXPERIENCED = 180
+EVALUATION_DELAY_VARIANCE_EXPERT = 120
+EVALUATION_DELAY_VARIANCE_INSANE = 60
+
+; This is a delay between the player taking a sector, and the queen being able to decide to attack it.
+; A longer grace period makes the game easier by giving the player more time to prepare for counter-attacks.
+GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_NOVICE = 144
+GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERIENCED = 96
+GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_EXPERT = 48
+GRACE_PERIOD_IN_HOURS_AFTER_SECTOR_LIBERATION_INSANE = 6
+
+; This is a delay between the player destroying an enemy patrol, and the queen being able to refill that patrol.
+; A longer grace period causes defeated enemy patrols to reappear less often.
+GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_NOVICE = 16
+GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERIENCED = 12
+GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_EXPERT = 8
+GRACE_PERIOD_IN_DAYS_AFTER_PATROL_DESTROYED_INSANE = 2
+
+; Determines whether the queen always prefers attacking your sectors to defending her own.
+; JA2 default is FALSE. To ensure she doesn't run out of troops, make sure you either increase the reinforcement pool or enable
+; unlimited reinforcements
+AGGRESSIVE_QUEEN_AI_NOVICE = FALSE
+AGGRESSIVE_QUEEN_AI_EXPERIENCED = FALSE
+AGGRESSIVE_QUEEN_AI_EXPERT = FALSE
+AGGRESSIVE_QUEEN_AI_INSANE = TRUE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Individual Enemy Group Behavior
+;
+; If ENEMY_INVESTIGATE_SECTOR is set to TRUE then the enemies from adjacent sectors of a city will come to investigate what
+; happened when one of the city sectors is taken by player. It will happen only while the tactical view is active.
+; This behavior was deactivated in original game.
+;
+; After the sector is taken by the player the game will check to see if there are any enemy groups on their way to
+; reinforce this sector.
+; If REASSIGN_PENDING_REINFORCEMENTS is set to TRUE then their orders will be cancelled and the group reassigned.
+; This is a feature that *dumbs* down the AI, and was activated in original to make the game easier.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ENEMY_INVESTIGATE_SECTOR = FALSE
+REASSIGN_PENDING_REINFORCEMENTS = FALSE
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Militia Training Settings]
+
+;******************************************************************************************************************************
+; These settings control the training of Town Militia.
+;******************************************************************************************************************************
+
+; Defines the maximum number of Militia that can occupy the same sector
+; Remember that Militia groups might be allowed to reinforce each other, in which case this limit is not enforced for the
+; duration of the battle.
+MAX_MILITIA_PER_SECTOR = 20
+
+; The number of Town Militia that are trained in a single "training session".
+NUM_MILITIA_TRAINED_PER_SESSION = 10
+
+; How much loyalty you need in a town to allow you to train Militia there.
+MIN_LOYALTY_TO_TRAIN_MILITIA = 20
+
+; This controls how fast town militia gets trained.
+MILITIA_TRAINING_RATE = 4
+
+;------------------------------------------------------------------------------------------------------------------------------
+; These settings control the training of Elite (Dark-Blue) Town Militia. They are considerably stronger than other militia,
+; and are almost as well-trained as enemy Blackshirts.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; TRUE = Allows the training of Elite (Dark-Blue) Militia in cities.
+; FALSE = Only Regular (Light-Blue) militia can be trained.
+ALLOW_TRAINING_ELITE_MILITIA = FALSE
+
+; Delay ability to train Elite militia until this day (ALLOW_TRAINING_ELITE_MILITIA must be set to TRUE)
+ELITE_MILITIA_TRAINING_DELAY= 1
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Leadership and Town Militia training
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Militia training bonus for RPC (as a percentage of the normal training speed)
+; If set to positive, RPCs (Ira, Miguel, etc) train militia a bit faster.
+RPC_BONUS_TO_MILITIA_TRAINING_RATE = 10
+
+; Minimum leadership skill required to be able to train Militia at all
+MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
+
+; If TRUE, having higher leadership allows training more militia (up to MAX_TRAINING_SQUAD_SIZE).
+LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
+
+; Required amount of Leadership Skill to train a full unit of militia (MAX_TRAINING_SQUAD_SIZE) every session.
+REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
+
+; Bonus to Leadership given by each level of the TEACHING trait. This only affects the various settings that test
+; Leadership to see whether you can train militia and how many (does not affect training SPEED). Also affects Mobile Militia
+; training.
+; 100 = no bonus. 150 = 50% bonus. etcetera
+TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Mobile Militia Training Settings]
+
+;******************************************************************************************************************************
+; These settings control the training of Mobile Militia.
+;******************************************************************************************************************************
+
+; Allows training militia that move around on the Strategy Map.
+; If FALSE, all other settings in this category are disabled automatically.
+ALLOW_MOBILE_MILITIA = FALSE
+
+; Delay ability to train Mobile Militia till this day
+MOBILE_MILITIA_TRAINING_DELAY = 1
+
+; This is the number of Mobile Militia created when you finish a training session (or, every N hours. see below).
+NUM_MOBILE_MILITIA_TRAINED_PER_SESSION = 4
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Training method options.
+;
+; There are two methods:
+; One is Manual Training - you pay money to train Mobile Militia whenever you desire.
+; The second method is to have them created automatically (for free!) every N hours.
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Determines which method of training is used.
+; If set to FALSE, will generate a group of Mobile Militia at each conquered city every N hours. This also disables all
+; "Leadership and Mobile Militia Training settings", below.
+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.
+CREATE_MOBILE_MILITIA_SQUAD_EACH_N_HOURS = 24
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Leadership and Mobile Militia training
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Minimum required leadership skill to train Mobile Militia
+MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
+
+; If set to TRUE, the trainer's leadership score determines how many militia are created in each "session", up to the
+; value dictated by DIV_OF_ORIGINAL_MILITIA.
+; If set to FALSE, all trainers will train the maximum number of Mobile Militia allowed.
+LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
+
+; Required leadership score to train the maximum number of Mobile Militia allowed.
+; (LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY must be set to TRUE for this to work)
+REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 90
+
+; If set to TRUE, the trainer's leadership score determines what type of Mobile Militia are created (ROOKIE/REGULAR/ELITE).
+LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = TRUE
+
+; If LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY is set to FALSE, this determines the composition of all Mobile Militia groups
+; you create. If these values don't add up to 100%, the remainder will be ROOKIE (green) militia.
+PERCENT_MOBILE_MILITIA_ELITES = 20
+PERCENT_MOBILE_MILITIA_REGULARS = 30
+
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Mobile Militia Movement Settings]
+
+;******************************************************************************************************************************
+; These settings control how Mobile Militia move around the strategy map.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; If set to FALSE, Mobile Militia can move anywhere they want.
+; If set to TRUE, Mobile Militia movement is restricted, based on one of the two rules below (EXPLORATION / CONQUEST)
+;------------------------------------------------------------------------------------------------------------------------------
+
+RESTRICT_ROAMING = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; EXPLORATION-based restrictions
+;
+; Allow Mobile Militia to move through any EXPLORED sectors regardless of any other movement restrictions.
+; RESTRICT_ROAMING must be set to TRUE.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALLOW_MILITIA_MOVEMENT_THROUGH_EXPLORED_SECTORS = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; CONQUEST-based restrictions
+;
+; Allow Mobile Militia to use an optimized restriction system that's based on which cities you've liberated so far.
+; This utilizes the rules laid down in the file "DynamicRestrictions.XML".
+; RESTRICT_ROAMING must be set to TRUE.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALLOW_DYNAMIC_RESTRICTED_ROAMING = FALSE
+
+;------------------------------------------------------------------------------------------------------------------------------
+; This setting controls whether Mobile Militia can move through "minor cities", I.E. any sector that contains a
; city square where militia cannot be trained (for instance, San Mona). Militia can only attack enemies in such sectors if they
; have already been liberated once in the past.
;
; In the JA2 campaign, this allows travel through:
; San Mona, Tixa, Orta, Estoni, and Omerta.
;
-; For this feature to work, "RESTRICT_ROAMING" and at least one of the militia restriction options must be set to TRUE.
-;******************************************************************************************************************************
+; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
+;------------------------------------------------------------------------------------------------------------------------------
-ALLOW_MILITIA_MOVE_THROUGH_MINOR_CITIES = FALSE
+ALLOW_MILITIA_MOVEMENT_THROUGH_MINOR_CITIES = FALSE
-;******************************************************************************************************************************
-; The Smart Roaming Militia Generator is better at placing newly trained Roaming Militia. If there is no room around
-; the sector where the roamers are being trained, it'll place the new group in any city-perimeter sector where they CAN be trained
-; safely. Militia training will only be wasted if there are NO available spaces anywhere around the city.
+;------------------------------------------------------------------------------------------------------------------------------
+; These settings determine whether Mobile Militia can move into Major Cities / SAM Sites to reinforce the local garrison.
+; This only happens if the city/SAM sector is liberated of enemies, and only if it has room for more militia.
+; Once the mobiles move into the city, they will turn into normal "Town Militia" and will not move anymore.
;
-; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" and "MUST_TRAIN_MOBILE_MILITIA" must be set to TRUE
-;******************************************************************************************************************************
+; For this feature to work, "RESTRICT_ROAMING" and at least one of the other movement-restriction options must be set to TRUE.
+;------------------------------------------------------------------------------------------------------------------------------
+
+ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
+ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
-SMART_ROAMING_MILITIA_GENERATOR = FALSE
;******************************************************************************************************************************
-; With this turned on, the groups of roaming militia that are generated will contain 25% veterans, 25% regulars, and
-; the rest will be Green. If new Roaming Militia is generated into a sector already containing the maximum number of militia
-; allowed, it will upgrade some of them from green to regular and from regular to elite, based on the same principle.
+;******************************************************************************************************************************
+
+[Shopkeeper Inventory Settings]
+
+;******************************************************************************************************************************
+; These settings control the inventory of Arulco's resident shopkeepers.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; TONY_USES_BR_SETTING - Tony uses Bobby Ray's setting (makes his inventory better)
+; DEVIN_USES_BR_SETTING - Devin uses Bobby Ray's setting (makes his inventory better)
+;------------------------------------------------------------------------------------------------------------------------------
+
+TONY_USES_BOBBY_RAYS_SETTING = FALSE
+DEVIN_USES_BOBBY_RAYS_SETTING = FALSE
+
+
+;******************************************************************************************************************************
+;******************************************************************************************************************************
+
+[Strategic Assignment Settings]
+
+;******************************************************************************************************************************
+; These settings affect the efficiency and behavior of mercs when assigned to non-combat duty.
+;******************************************************************************************************************************
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Basic Settings
;
-; To use this function, both "ALLOW_MILITIA_MOBILE_GROUPS" must be set to TRUE
-;******************************************************************************************************************************
+; Use these to affect all assignments.
+;------------------------------------------------------------------------------------------------------------------------------
-DIVERSE_ROAMING_MILITIA_GROUPS = FALSE
+; The amount time a character must be on assignment before it can have any effect.
+; Theoretically, everything will go faster if this is lower...
+MINUTES_FOR_ASSIGNMENT_TO_COUNT = 45
-;******************************************************************************************************************************
-; This is the chance for roaming militia groups to "average out" with one another. When a militia group moves into
-; another militia group, and the chance roll is successful, the two groups will even out in the number of militia between them.
-; If the roll fails, one group will fill up, while the other disappears or gets the leftovers.
+;------------------------------------------------------------------------------------------------------------------------------
+; Skill Training
;
-; Range 0 to 100.
-; 0 = JA2 default, militia will always try to join up into the largest groups possible.
-; 100 = Militia will always average out with one another, eventually spreading out in groups of half the maximum size over a
-; large area. Naturally, if you keep training militia, they'll eventually fill up, but until then they will try to stay average
-; with each other as much as possible.
-; 50 = Militia will join up into large groups only half of the time. This will create a situation where there are several large
-; groups of militia in different places at different times, while most groups are smaller.
-;******************************************************************************************************************************
+; These settings control the speed of training, and how useful some characters are at training others.
+;------------------------------------------------------------------------------------------------------------------------------
-ROAMING_MILITIA_SPREADOUT_CHANCE = 0
+; Min skill required for a character to be able to increase that skill at all.
+MIN_REQUIRED_SKILL_TO_BEGIN_TRAINING = 1
-;******************************************************************************************************************************
-; It is now possible to set the amount of CTH penalty given to someone who's firing on a cowering target, based on
-; stance and the targetted bodypart. The full CTH penalty is divided by X, where X is the value you set here. The HAM defaults
-; are 1 for prone, 3 for crouched head, 4 for crouched torso, and 5 for crouched legs.
-;
-; Range: 1 to 255
-; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
-; cowering at all.
-;******************************************************************************************************************************
+; Max value to which any skill can be trained.
+MAX_SKILL_ACHIEVABLE_BY_TRAINING = 100
-CTH_PENALTY_FOR_COWERING_PRONE_TARGET_DIVISOR = 1
-CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_HEAD_DIVISOR = 1
-CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_TORSO_DIVISOR = 1
-CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 1
+; Divisor for rate of all training types.
+TRAINING_RATE_DIVISOR = 1000
-;******************************************************************************************************************************
-; This is the maximum range (in METERS, not tiles!) at which a cowering target gives the full CTH penalty. If the
-; shooter is any closer than this, he will receive a proportionally lower penalty.
-;
-; Range: 10 (1 tile) to 65535 (655 tiles). HAM Default is 100 (10 tiles). If you want engagements at greater range to be
-; possible set this higher (200 should be nice. 300 tactically resembles JA2, sort of).
-;
-; Naturally, you'll want to set "AIM_PENALTY_PER_TARGET_SHOCK" above 0 for this to work, otherwise there's no effect from
-; cowering at all.
-;******************************************************************************************************************************
+; 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
-MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
+; Training bonus for EACH level of Teaching skill (percentage points) (ie: Expert = double)
+; Also applies to training militia
+TEACHER_TRAIT_BONUS_TO_TRAINING_EFFICIENCY = 30
-;******************************************************************************************************************************
-; These are the maximum possible CTH penalties we can get from cowering.
-;
-; MAX_SHOOTER_COWERING_PENALTY: The maximum possible CTH loss we would suffer if we're cowering and heavily suppressed/injured.
-; MAX_TARGET_COWERING_PENALTY: The maximum possible CTH loss that a cowering target can dish out to anyone who shoots at it.
-;
-; Range: 0 to 65535. A value of 0 means that there is no flat limit (except what's imposed by other limits for suppression shock
-; and cowering, if applicable)
-;******************************************************************************************************************************
+; The minimum skill rating a character must have before he can train fellow teammates in that skill.
+MIN_SKILL_REQUIRED_TO_TEACH_OTHER = 25
-MAX_SHOOTER_COWERING_PENALTY = 0
-MAX_TARGET_COWERING_PENALTY = 0
-
-;******************************************************************************************************************************
-; This setting determines whether militia can drop their equipment when they die, like enemies do.
-;
-; 0 = JA2 Default. Militia can't drop any equipment.
-; 1 = Militia can drop equipment only if they've been killed by enemies/civilians/other militia (but not by mercs!)
-; 2 = Militia can drop their equipment regardless of who killed them.
-;
-; The "ENEMIES DROP ALL" ingame options-menu setting affects the items dropped by militia just like it does for enemies. When
-; turned on, Militia will drop everything they're carrying. When turned off, they'll drop their equipment randomly
-; (or none at all).
-;******************************************************************************************************************************
-
-MILITIA_DROP_EQUIPMENT = 0
-
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
; Two settings to synchronize the sleep/wake periods of Trainers and Students in the same sector.
;
-; 0 = Disabled. Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
+; 0 = Disabled (JA2 Default). Mercs will go to sleep / wake up regardless of what their trainer/students are doing.
; 2 = Students will sleep/wake if their trainer has gone to sleep or woke up.
; 3 = Trainers will sleep/wake if all their students have gone to sleep or woken up.
; 1 = Both options on.
-;
-; Different combinations may cause training to function differently from what you'd expect. I suggest setting both of these to
-; 1, or both to 0, but feel free to experiment.
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
-SMART_TRAINING-SLEEP_HANDLER = 0
-SMART_TRAINING-WAKE_HANDLER = 0
+SYNCHRONIZED_SLEEPING_HOURS_WHEN_TRAINING_TOGETHER = 0
+SYNCHRONIZED_WAKING_HOURS_WHEN_TRAINING_TOGETHER = 0
-;******************************************************************************************************************************
+;------------------------------------------------------------------------------------------------------------------------------
; This setting controls whether trainers/students will get tired even if there's no one awake for to work with them.
;
; 0 = Disabled (JA2 Default). Mercs training/studying will always tire when they are awake.
@@ -1353,92 +2020,52 @@ SMART_TRAINING-WAKE_HANDLER = 0
; "Resting", and will regain their fatigue back slowly until the trainer wakes up.
; 1 = Both options on.
;
-; Notice that if set to 1 or 3, students will NOT study while all trainers are asleep! They'll only study if there's a
-; trainer awake to work with them. However, they will rest until the trainer awakes, so fatigue isn't lost while they wait.
-;******************************************************************************************************************************
+; Note that if set to 1 or 3, students will NOT gain skills while all trainers are asleep! They will simply wait for the
+; trainer to wake up. In the meanwhile they don't lose fatigue (actually, they are considered RESTING).
+;------------------------------------------------------------------------------------------------------------------------------
-SMART_TRAINING_REST = 0
+REST_IF_NO_TRAINING_PARTNER_AVAILABLE = 0
+;------------------------------------------------------------------------------------------------------------------------------
+; Doctoring
+;
+; (for reference: OKLIFE = 15 health)
+;------------------------------------------------------------------------------------------------------------------------------
-;*************************
-; HAM 3
-;*************************
-BOBBY_RAY_TOOLTIPS_SHOW_POSSIBLE_ATTACHMENTS = FALSE
-STRENGTH_TO_LIFT_HALF_KILO = 1.0
-MINIMUM_LEADERSHIP_TO_TRAIN_MILITIA = 0
-TEACHER_TRAIT_EFFECT_ON_LEADERSHIP = 100
-LEADERSHIP_AFFECTS_MILITIA_QUANTITY = FALSE
-REQ_LEADERSHIP_FOR_MAX_MILITIA = 1
-NUM_KILLS_PER_PROGRESS_POINT_NOVICE = 7
-NUM_KILLS_PER_PROGRESS_POINT_EXPERIENCED = 10
-NUM_KILLS_PER_PROGRESS_POINT_EXPERT = 15
-NUM_KILLS_PER_PROGRESS_POINT_INSANE = 60
-ALTERNATE_PROGRESS_CALCULATION = FALSE
-;*************************
-; HAM 3.1
-;*************************
-FIRST_AIM_READY_COST_DIVISOR = 0
-SHOW_MSG_FULLY_SUPPRESSED = FALSE
-MANUALLY_SELECT_MINE_TO_RUN_OUT = FALSE
-WHICH_MINE_RUNS_OUT = 0
-HUMVEE_OFFROAD = FALSE
-;*************************
-; HAM 3.2
-;*************************
-REINFORCEMENTS_ARRIVE_WITH_NO_AP = 0
-FRIENDLIES_AFFECT_TOLERANCE = FALSE
-MORTAR_CTH_DIVISOR = 1
-COWERING_REDUCES_SIGHTRANGE = 0
-CHANCE_BLINDED_BY_HEADSHOT = 0
-CRITICAL_LEGSHOT_CAUSES_AP_LOSS = FALSE
-NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE
-;*************************
-; HAM 3.3
-;*************************
-MAX_CTH_PENALTY_FOR_MOVING_TARGET = 30
-TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
-MIN_LEADERSHIP_TO_TRAIN_MOBILE_MILITIA = 40
-LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUANTITY = FALSE
-REQ_LEADERSHIP_FOR_MAX_MOBILE_MILITIA = 1
-MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
-ALLOW_MOBILE_MILITIA_REINFORCE_TOWN_GARRISONS = FALSE
-ALLOW_MOBILE_MILITIA_REINFORCE_SAM_GARRISONS = FALSE
-;*******************
-; HAM 3.4 Settings
-;*******************
-BULLET_HIDE_INTENSITY = 0
-PERCENT_ROAMING_MILITIA_ELITES = 100
-PERCENT_ROAMING_MILITIA_REGULARS = 0
-;*******************
-; HAM 3.5 Settings
-;*******************
-LEADERSHIP_AFFECTS_MOBILE_MILITIA_QUALITY = FALSE
-EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 0
-GOGGLE_SWAP_AFFECTS_ALL_MERCS_IN_SECTOR = FALSE
-HELICOPTER_BASE_COST_PER_GREEN_TILE = 100
-HELICOPTER_BASE_COST_PER_RED_TILE = 1000
-DEFAULT_ARRIVAL_SECTOR_X = 9
-DEFAULT_ARRIVAL_SECTOR_Y = 1
-RANGE_EFFECT_ON_MAX_TRACER_CTH_BONUS = 1
-;*******************
-; HAM 3.6 Settings
-;*******************
-MILITIA_PLACE_FLAGS_ON_MINES = FALSE
-READ_PROFILE_DATA_FROM_XML = FALSE
-WRITE_PROFILE_DATA_TO_XML = FALSE
-STAT_PROGRESS_BARS_RED = 140
-STAT_PROGRESS_BARS_GREEN = 90
-STAT_PROGRESS_BARS_BLUE = 20
-FACILITY_EVENT_RARITY = 1000
-FACILITY_DANGER_RATE = 50
-INCLUDE_CONTRACTS_IN_EXPENSES_DISPLAY = 0
-MAXIMUM_MESSAGES_IN_TACTICAL = 6
-DAILY_MILITIA_UPKEEP_TOWN_GREEN = 0
-DAILY_MILITIA_UPKEEP_TOWN_REGULAR = 0
-DAILY_MILITIA_UPKEEP_TOWN_ELITE = 0
-DAILY_MILITIA_UPKEEP_MOBILE_GREEN = 0
-DAILY_MILITIA_UPKEEP_MOBILE_REGULAR = 0
-DAILY_MILITIA_UPKEEP_MOBILE_ELITE = 0
-CAN_TRUE_CIVILIANS_BECOME_HOSTILE = TRUE
-CAN_MILITIA_BECOME_HOSTILE = 2
-NO_AUTO_FOCUS_CHANGE_IN_REALTIME_SNEAK = TRUE
\ No newline at end of file
+; Activity levels for natural healing ( the higher the number, the slower the natural recover rate)
+; Low = patient, high = working
+NATURAL_HEALING_SPEED_DIVISOR_AT_LOW_ACTIVITY_LEVEL = 1
+NATURAL_HEALING_SPEED_DIVISOR_AT_MEDIUM_ACTIVITY_LEVEL = 4
+NATURAL_HEALING_SPEED_DIVISOR_AT_HIGH_ACTIVITY_LEVEL = 12
+
+; Increase this value to reduce doctoring pts per hour, or vice versa.
+; At 2400, the theoretical maximum is 150 full healing pts/day.
+DOCTORING_RATE_DIVISOR = 2400
+
+; How many points of healing each hospital patients gains per hour in the hospital
+; A top merc doctor can heal about 4 pts/hour maximum, but that's spread among patients!
+HOSPITAL_HEALING_RATE = 5
+
+; Base medical skill required to deal with an emergency (when a patient has less than OKLIFE health left)
+BASE_MEDICAL_SKILL_TO_DEAL_WITH_EMERGENCY = 20
+
+; Multiplier for how much medical skill is needed, for each point below OKLIFE
+MULTIPLIER_FOR_DIFFERENCE_IN_LIFE_VALUE_FOR_EMERGENCY = 4
+
+; Number of "doctor" points used up to heal each point below OKLIFE
+POINT_COST_PER_HEALTH_BELOW_OKLIFE = 2
+
+;------------------------------------------------------------------------------------------------------------------------------
+; Repairing
+;------------------------------------------------------------------------------------------------------------------------------
+
+; Cost to unjam a weapon in repair pts
+REPAIR_POINT_COST_TO_FIX_WEAPON_JAM = 2
+
+; Increase this value to reduce the number of repair pts each character generates (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
+REPAIR_SESSIONS_PER_DAY = 24
diff --git a/gamedir/Data/Scripts/initunderground.lua b/gamedir/Data/Scripts/initunderground.lua
new file mode 100644
index 000000000..691d9638e
--- /dev/null
+++ b/gamedir/Data/Scripts/initunderground.lua
@@ -0,0 +1,190 @@
+-----------------------
+-- Set some stuff up --
+-----------------------
+
+-- Initialize the pseudo random number generator
+math.randomseed( os.time() ); math.random(); math.random(); math.random()
+-- http://lua-users.org/wiki/MathLibraryTutorial
+
+
+
+--[[
+
+ REMARKS
+ =======
+
+ - Several vanilla JA2 sectors may be unsafe to remove due to hardcoded
+ behaviour such as creature spreading, Deidranna escaping or other quest
+ related links.
+
+ - Contrary to random number generators used in JA2, Lua's math.random
+ function includes the range boundaries. Also, indexing in Lua starts at
+ 1 as opposed to C (starting at 0). Find further information about Lua at
+ http://www.lua.org/docs.html
+
+ - Global variables:
+ - difficultyLevel
+ 1: easy, 2: experienced, 3: expert, 4: insane
+ - gameStyle
+ 0: realistic, 1: scifi
+
+ - To add an underground sector to the list, create a table and pass it as
+ an argument to addSector function. These tables may consist of the
+ following members:
+ - location (required)
+ string of the form "[R][C]-[L]", where [R] is a row
+ identifier (A-P), [C] is a column identifier (1-16), [L] is a
+ sublevel identifier (1-3), e.g. "A9-1"
+
+ - numAdmins
+ - numTroops
+ - numElites
+ integers, specifying numbers of enemy garrisons, default: 0
+
+ - numBloodcats
+ integer, specifying quantity of bloodcat population, default: 0
+ This requires bloodcat placements to be set.
+
+ - numCreatures
+ integer, specifying number of creatures in total, default: 0
+ Distribution of creature types depends on creature habitat (see below)
+
+ - creatureHabitat
+ integer, specifying creature distribution type
+ Use one of the constants below (also featuring details).
+
+]]
+
+Habitat = { -- creature type distribution in percentages
+ -- young young adult adult
+ -- larvae infants male female male female
+ QueenLair = 0, -- 20 40 0 0 30 10
+ Lair = 1, -- 15 35 10 5 25 10
+ LairEntrance = 2, -- 0 15 30 10 35 10
+ InnerMine = 3, -- 0 0 20 40 10 30
+ OuterMine = 4, -- 0 0 10 65 5 20
+ MineExit = 6, -- 0 0 10 65 5 20
+}
+
+
+
+-----------------------------
+-- INTERESTING STUFF BELOW --
+-----------------------------
+
+
+ -- Miguel's basement
+addSector( { location = "A10-1" } )
+
+
+
+ -- Chitzena mine
+addSector( { location = "B2-1" } )
+
+
+
+ -- San Mona mine
+addSector( { location = "D4-1" } )
+addSector( { location = "D5-1" } )
+
+
+
+ -- Tixa
+tixa_1 = { }
+tixa_1.location = "J9-1"
+tixa_1.numTroops = ({ 8, 11, 15, 20 })[difficultyLevel]
+addSector( tixa_1 )
+
+ -- feeding zone
+tixa_2 = { }
+tixa_2.location = "J9-2"
+tixa_2.numCreatures = 2 + difficultyLevel*2 + math.random(0, 1)
+addSector( tixa_2 )
+
+
+
+ -- Orta
+orta = { }
+orta.location = "K4-1"
+orta.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
+orta.numElites = 4 + difficultyLevel + math.random(0, 1)
+addSector( orta )
+
+
+
+ -- Meduna
+o3 = { location = "O3-1" }
+o3.numTroops = 6 + difficultyLevel*2 + math.random(0, 2)
+o3.numElites = 4 + difficultyLevel + math.random(0, 1)
+addSector( o3 )
+
+p3 = { location = "P3-1" }
+if difficultyLevel == 1 then
+ -- easy
+ p3.numElites = 8 + math.random(0, 2)
+elseif difficultyLevel == 2 then
+ -- medium
+ p3.numElites = 10 + math.random(0, 5)
+elseif difficultyLevel == 3 then
+ -- hard
+ p3.numElites = 14 + math.random(0, 6)
+elseif difficultyLevel == 4 then
+ -- insane
+ p3.numElites = 20
+end
+addSector(p3)
+
+
+
+ -- Drassen mine
+addSector( { location = "D13-1" } )
+addSector( { location = "E13-1" } )
+addSector( { location = "E13-2" } )
+addSector( { location = "F13-2" } )
+addSector( { location = "G13-2" } )
+addSector( { location = "G13-3" } )
+addSector( { location = "F13-3" } )
+
+
+
+ -- Cambria mine
+addSector( { location = "H8-1" } )
+addSector( { location = "H9-1" } )
+addSector( { location = "H9-2" } )
+addSector( { location = "H8-2" } )
+addSector( { location = "H8-3" } )
+addSector( { location = "I8-3" } )
+addSector( { location = "J8-3" } )
+
+
+
+ -- Alma Mine
+addSector( { location = "I14-1" } )
+addSector( { location = "J14-1" } )
+addSector( { location = "J14-2" } )
+addSector( { location = "J13-2" } )
+addSector( { location = "J13-3" } )
+addSector( { location = "K13-3" } )
+
+
+
+ -- Grumm mine
+addSector( { location = "H3-1" } )
+addSector( { location = "I3-1" } )
+addSector( { location = "I3-2" } )
+addSector( { location = "H3-2" } )
+addSector( { location = "H4-2" } )
+addSector( { location = "H4-3" } )
+addSector( { location = "G4-3" } )
+
+
+
+ -- Demoville
+p1_1 = { location = "P1-1" }
+p1_1.numTroops = ({ 12, 16, 16, 0 })[difficultyLevel]
+p1_1.numElites = ({ 0, 0, 4, 24 })[difficultyLevel]
+addSector(p1_1)
+
+p1_2 = { location = "P1-2", creatureHabitat = Habitat.InnerMine }
+p1_2.numCreatures = ({ 3, 5, 8, 13 })[difficultyLevel]
+addSector(p1_2)
diff --git a/gamedir/Data/TableData/Map/MovementCosts.xml b/gamedir/Data/TableData/Map/MovementCosts.xml
index 27f698420..fd6bbc9a6 100644
--- a/gamedir/Data/TableData/Map/MovementCosts.xml
+++ b/gamedir/Data/TableData/Map/MovementCosts.xml
@@ -102,6 +102,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -110,6 +111,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
5
@@ -198,6 +200,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
10
@@ -710,6 +713,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -838,6 +842,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
60
@@ -1350,6 +1355,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1478,6 +1484,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
4
@@ -1606,6 +1613,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1726,6 +1734,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1734,6 +1743,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1838,6 +1848,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1846,6 +1857,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1854,6 +1866,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1862,6 +1875,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1974,6 +1988,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1982,6 +1997,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -1990,6 +2006,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -2102,6 +2119,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -2110,6 +2128,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1
0
@@ -2118,6 +2137,7 @@ Possible values for Here tag:
EDGEOFWORLD
EDGEOFWORLD
EDGEOFWORLD
+ 1