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